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HARONDOR

OF BELFALAS

ARAT AGMIR
(Haradwaith)

BAY OF
BELFALAS
REGION
A Fortress/Major City
o Town
:. Ruins
Il Port

STONE FIELDS
DESERT
- -
- - -

o 50 100mi
Pirates of Pelargir™
1.0 GUIDELINES 5.0 ADVENTURE 3: INTO THE
1 .1 HANDLING PLAY ______ 2 MOONSTONE FORTRESS
1 .2 ADAPTING THE MODULE TO YOUR GAME 2 5 . 1 STARTING THE PLAYERS ------- 17
1 .21 Converting Hits and Bonuses 2 5.2 THE PLAYER CHARACTERS ------ 17
1.22 Conversion Chart 2 5.21 Selnoi the Wanderer. an Umli Warrior ----- 17
1 .3 PLAYER CHARACTERS 2 5.22 Beregond. a Gondorian Ranger _______ 17
5.23 Caranel. a Gondorian Bard ------- 17
2.0 INTRODUCTION
5.24 Forin. a Dwarf Scout ------- 17
2.1 GONOOR AND THE PIRATES OF PELARGIR____ 4 5.25 Nali. a Dwarvish Animist ------- 18
2.2 HISTORY OF A BELFALAS PIRATE 4 5.26 Teiglin, a Silvan Mage ______ 18
2.3 THE LAUGHING REAVER AND HIS CREW 5 . 5.3 THE NON-PLAYER CHARACTERS ______ 18
5.4 THE APPROACH TO THE FORTRESS 18
3.0 ADVENTURE 1: THE LADY GIL WEN
5.5 THE MOONSTONE FORTRESS LAYOUT 18
3.1 AT THE TIPSY TRITON IN FANUll.O
. ND ----- 7
5.6 THE ENCOUNTERS 29
3.2 THE PLAYER CHARACTERS 7 5.7 THE DANGERS AND OBSTACLES 31
3.21 Ormon. a Corsair Warrior 7
3.22 Hethlind. a Beorning Ranger 7 6.0 THE BEAST TABLE 32
3.23 Surion. a Dlinadan Bard 7
3.24 Indis. a Silvan Elf Scout 7 7.0 THE NPC TABLE 32
3.25 Brandir. a Gondorian Mage 8
3.26 Rozilan. a Black Nlimen6rean Animist 8
3.3 THE NON-PLAYER CHARACTERS 8 "Oh. the winds off the Red Cliff Coast are fine.
3.31 Hallatan of Pelargir 8 and the rocks and shoals ain't bad. boys.
3.32 Halmir of Pelargir 9 But if you sail that Red Cliff route.
3.33 Red Dorien 9 You'll wish you never had. boys!
3.34 Ragnir One-Eye 9 When you see that red flag fly.
3.35 Vandor 9 You'll wish you'd stayed ashore. lads -
3.4 THE TASK 9 And if you live through a Red Cliff raid.
3.5 THE ENCOUNTERS 9 you'll want to sail no more. lads!
3.5 1 A Sea Monster 10 For the raiders on Belfalas Bay are quick.
3.52 Pirates! 10 And their noses are keen for gold. mates -
So any fine merchant that sails that way
4.0 ADVENTURE 2: SEARCH FOR
Will return with an empty hold. mates! "
THE RAIDERS' HARBOR - Sea Chantey of Southern Gondor
4.1 STARTING THE PLAYERS _______ II
4.2 THE PLAYER CHARACTERS ______ II
4.21 Gelmir. a Gondorian Warrior _______ 12 CREDITS
4.22 Yezmin. a Haradan Ranger _______ 12
4.23 Amroth. a Noldo Bard Author: Ruth Sochard
12
4.24 Axor. a Corsair Scout 12 Editor: Coleman Charlton Series Editor: Peter C. Fenlon
4.25 Kiral. a Dorwinadan Animist 12 Cover Art: Angus McBride
4.26 Lyli. a Haradan Mage 12
Cover G raphics: Richard H. Britton
4.3 THE NON-PLAYER CHARACTERS 13
4.3 1 Haruth do Ramam 13 Interior Illustrations: Jim Holloway
4.32 Shamara sut Katub 13 Maps and Layouts: Carol Schultz
4.33 The Northern Girl Staff 13 Production: Coleman Charlton. John D. Ruemmler. Jessica
4.34 Syron Pathfinder 13 Ney. Mac
4.4 THE TASK 13
Special Contributions: Terry Amthor. Deane Begiebing.
4.5 THE EXPEDITION AND ENCOUNTERS 14
Karl Borg. John Breckenridge. Chris Christensen. Kathleen
4.5 1 Approach b y Land 14
Conner. Bill Covert. Bill Downs. Kurt Fischer. Bruce Neidlinger.
4.52 Approach b y Sea 16
Kurt Rasmussen. Larry Sims. Larry Taylor. Sterling Williams.
4.53 At the Fortress 16
Swinky.

Copyright 1987 C TOLKIEN ENTERPRISES, a division of ELAN MERCHANDISING, Inc., Berkeley, CA Pirates of Pelargir, The
Hobbit, and The Lord of the Rings, and all characters and places therein, are trademark properties of TOLKIEN ENTERPRISES.
Produced and distributed by IRON CROWN ENTERPRISES, Inc., P.O. Box 1605, Charlottesville, VA 22902. Stock # 8104
Second U.S. Edition, July 1 987. ISBN 0-915795-44-2
2 Guidelines

1.0 GUIDELINES 1.22 Conversion Chart


If you play something other than MERP or Rolemaster and
The Middle-earth Ready-to-Run Series is designed for you do not use a percentile system, use the following chart to
Gamemasters who want adventures which can be set up in a few convert 1 - 1 00 numbers to figures suited to your game.
minutes and played in a few hours. The adventures require l i ttle or
no preparation. 1-100 0100 D20 3-18 2-12
Pirates of Pelargir has four parts. Sections 1 . 1 and 1 .2 Stat Bonus Bonus Stat Stat
deal with guidelines regarding the use of the module. Section 1 .3
provides pregenerated characters for the player� l which can be 1 02+ +35 +7 20+ 1 7+
used as non-player characters if so desired). 101 +30 +6 19 1 5- 1 6
The third part consists of Sections 3.0. 4.0, and 5.0, the ad­ 1 00 +25 +5 18 1 3- 1 4
ventures. Each adventure stands on its own, although a common 98-99 +20 +4 17 12
theme unites the stories. They can be set anywhere in Middle­ 95-97 +15 +3 16
earth where the story seems appropriate. 90-94 +10 +2 15 II
The fourth part consists of the Beast and NPC tables. Area 85-89 +5 +1 14 10
maps are located on the inside of the front and back covers and 75-84 +5 +1 13 9
provide a blowup of the immediate region around the adventure 60-74 0 0 12 8
locations. 40-59 0 0 1 0- 1 1 7
25-39 0 0 9 6
1.1 Handling Play 1 5-24 -5 -I 8 5
Each adventure is geared for a different difficulty level. The one 1 0- 1 4 -5 -I 7 4
found in Section 3.0 is chal lenging for Ist or 2nd level char­ 5-9 -10 -2 6 3
acters, or inexperienced players. Section 4.0's adventure is aimed 3-4 -15 -3 5
at 2nd or 3rd level adventurers, while the adventure in Section 5.0 2 -20 -4 4 2
is designed for 4th or 6th level. characters. I -25 -4 4 2
The adventures are divided into five standard parts : ( I ) the tale,
which describes how to start in terms of the setting, the
1.3 Player Characters
background, and the plot; (2) the Player Characters , PCs; (3) the
Non-player Characters, NPCs. a person-by-person description of The following chart provides the statistIcs for the Player
the prominent non player characters, including their stats; (4) the Characters for each of the three adventures (see Sections 3.2, 4.2,
task. a discussion of how to start the adventure, along with the and 5.2). Statistics are given for both MERP and Rolemaster.
aids. clues. obstacles. and rewards awaiting the advent urers; and The GM may wish to assign his players a character or allow them
(5) encounters. which cover typical or probable meet ings between to select from the list. Of course, the GM can util ize the unus,ed
the adventurers and the NPCs. Adventure 3 (Section 5.0) also PCs as non-player characters. After all, the players may design
contains the primary layout: a level-by-Ievel, room-by-room their own characters or employ characters already in use.
description of the major adventure site ( Moonstone Castle), The GM should remember, however, that regardless of how the
complete with numbered diagrams, f1oorplans, and illustrations; players acquire their characters, each adventure is geared for a
The GM should skim each section of an adventure before different difficu l ty level (see Section 1 . 1 ). We suggest PCs tough
beginn ing play. Then he can have the players pick pre-designed enough to meet the challenge.
characters from those provided in Section 1 .3 (and described in
Sections 3.2. 4.2. and 5.2). or he can perm it the players to
design their own PCs. (Of course, the G M can assign PCs.) Codes: See the N PC stats (Section 7.0) for an explanation of
Once play ensues, the GM should refer to the Beasts and NPCs the basic codes. The following is a list of other codes and
in Sections 6.0 and 7.0, at the back of the module. They cover abbreviations which might be ambiguous.
the Beasts and N PCs found in each adventure.
Power Points: The number (if any) given in parentheses
1 .2 Adapting the Module to You r Game indicates the possession of a "bonus spell item" and its bonus
Like the rest of the series, this module is designed for use with . (see MERP, Section 4.56).
the Middle-earth Role Playing game (MERP) or the more
Skill Bonuses: NA, SL, RL, Ch = Maneuver and Movement in
advanced Rolemaster (RM) system, but is adaptable to most
other major FRP games. Statistics are expressed on a closed or No Armor, Soft Leather, Rigid Leather, and Chain; IHE OB, I HC
OB, 2H OB, Thrown OB, Missile OB, Polearm 08 = Offens ive
open-ended scale. using a 1 - 1 00 base and percentile dice (0 I 00).
No other dice are requ ired. Bonuses for I-H Edged, I - H Conc ussion, 2-Handed, Thrown,
Missile, and Pole-arms; Dir. Spell=Directed Spells; Secon. Skill=
1.21 Converting Hits and Bonuses Secondary Skills.
Bonuses: When converting percentile values to a 1 -20
system a simple rule is: for every +5 on a 0 1 00 scale you get a Secondary Skills: Each secondary skill is abbreviated by
+ 1 on a D20. giving the begining letters of the skill (MERP Section 2.33).
Hits: The concussion hit numbers found in this module only The bonus for that skill rank is given following the abbrev­
represent general pain and system shock. They cover bruises and iation.
small cuts rather than wounds. Critical strike damage is used to
describe serious wounds and fatal blows. The hit figures shown Languages: Languages are abbreviated by using their first three
here are less important than those used in game systems where letters (see MERP, ST- I ); exceptions: BS=B lack Speech and
death occurs as a result of exceeding one's available hits. Should Bet=Silvan(Bethteur). The rank for each language is given
you use a game system that employs no specific critical strike following the abbreviation.
results (e.g., TSR Inc.'s Dungeons and Dragons), simply double
the number of hits your characters take or halve the hit values Spell Lists: Spell lists are abbreviated by using the first few
found in this module. letters in each word of the spell list name; for example, "S/L
Ways" refers to the "Sound/Light Ways" spell list.
NAME Onnon Indis Hethlind Rozilan Surion Brandir Gelmir Axor Yezmin Kiral Amroth Lyli Silnoi Forin Beregond Nali Camel Teiglin
...
f
Race: Corsair Silvlll1 Beoming BI.NCim. DiinIdIn Urban UJben Corsair H.-adan Darwin. NoIdor HaJ'IIdIm Umli Dwarf Rural Dwarf .... SilvIO
H!/Wt: 6/19S 6/140 5'ti1140 5'9/150 61/190 5'81165 SI1/180 6/170 5'81140 5'IWI65 6'2/175 5'2/105 S/130 4'4/125
SIWI80 4'2/120 SIl25 5'IWI20
Profession: Warrior Scout Ranger Animist BaJlI MaF Warrior Scout RInger An. Bard Mage WIIrior Scout Ran&er Animist ... Maae
I Lexel: 1 I I I 1 I 3 3 3 3 3 3 5 5 5 5 , 5
Hits: 42 32 57 30 69 75 54 50 46 52 41 103 83 80 78 71 ...
AT(DB): RL(35) RL(50) No(25) No(5) No(O)
34
No(5) RL(35) RL(45) RL(30) RL( 5) No(4O)* No(5) Ch(45) Ch(SO)RL(35) RL(25)
6T
No(5) No(25)
r
Shield: Y25 Y25 Y25 N N N Y30 Y25 Y30 N N N Y3S Y25 Y30 Y25 N N
g
It''
Power Points: 0 0 3(+1) _ 0 0 3 _ _ _ 0 10 15(+3) 30 15(�2)
..
-1_ 2(+2L_ 1 � &2L 6(+1� �
SIrength: 97 73 75 38 n 51 100 80 79 44 77 59 99 88 88 59 - 86 46
Agility: 78 97 59 78 63 n 88 96 67 76 61 83 93 98 85 8S 84 96
Constitution: 88 89 100 91 98 9S 92 92 96 96 94 8S 9S 91 99 97 98 100
Intelligence: 44 71 42 90 89 100 54 65 63 83 sp 98 (IJ 76 73 86 100 100
Intuition: 75 81 98 97 46 57 80 88 92 99 46 81 91 90 97 99 55 94
Presence: 62 32 36 76 98 52 70 SO 34 60 100 76 64 23 SO 82 98 52
�: 74 84 a 41 75 54 48 76 79 67 100 62 58 48 62 54 88 90
NA Mov M: 10 30 10 15 5 15 25 25 20 15 20 25 20 20 15 20 10 35 I
SL Mov M: x x x x x x x x x 0 x -5 10 x -5 x x x
RL Mov M: -5 10 x x x x 10 5 -5 0 x x 5 -5 5 5 o x
Ch Mov M: x x x x x x 0 x x ' x x x 0 0 -10 x x x
iiiE OB :- S3Ic - 26bs - 22iiS -2Ssc 411S - n;- 841s 58sc 5lae - lI. 331s 30sc -SOu 3Oss- 6SiiS x 6iiS lOlls
IHC 08 ' 'x lI. lI. lI. lI. lI. lI. lI. X � X x lOIIla 6Sha x 4Sba x lI.
2" 08: x x 17qs x x x 44ba x x x x x 4Sba x x X ]I. lI.
1brown 08 : 18da 36da 7da IOda x x x 28da 16da lOrack 23da Ucla 35ha 30da 30da Sda 20da x
MissiJe 08: 18cp 5l1b 12m 1Sc:p I l cp 20sb 29cp 33cp 16cp 3Sc:p 331b x � SOcp SOc:p ISsb 3Sc:p 60Ib
PoIe-ann 08 x x � x 16sp lI. X X � IQ!rP. lI. �_ X X � X lI. x
Climb: II 46 18 II 6 10 33 33 34 23 33 15 40 45 55 40 35 55
Ride: II 21 28 21 6 5 23 18 69 33 18 40 20 15 45 35 15 25
Swim: 31 41 18 21 II 10 33 48 39 23 33 20 35 20 55 -10 25 55
Track: x 6 28 ..!-.. _ x 40 x 13 29_-1.3 18 x 15 30 40 x 15 x
Ambush: I I I lI. lI. X 3 2 2 x X lI. 5 5 4 x I lI.
I
Stalk/Hide: 10 32 22 10 31 5 15 26 21 15 58 10 20 :zb 35 15 55 20
Pick Locks: x 7 x X lI. X x 31 x x 18 x 5 35 5 15 20 x
Disann Trans: 10 17 25 x {; 5 lI. 26 15 _x --...23_ x 15_ 40 ...20 _25 . 15 x
Read Runes: x 5 x 21 16 37 5 x x 18 28 41 x x x 25 35 65
Use Items: x x x 26 II 12 10 x x 28 28 26 10 x x 45 25 60
Directed Spells: x x x x x 13 x x x x x 29 x x x 20 10 70
Perception: 10 28 32 21 6 20 20 34 36 41 20 25 30 50 50 60 15 55
SCCO-W- :
O . Skills eathW3S Acroso FOnge6O-SailSO 'A'Ci'mgSO�Smi�' "TUinble4O Sail3)--Sgnao
l P
o iibliCS6S'RopeM4<JRowSO cave30�Weilt..W30 Cave30 "Mu3<IiiIP ACro45
I Secon . Skills Sail30 WoodC3O Sla!Q.lS Cook2O Trick30 Contonl S AcroIS SaUlO GamblelS FOI'!&e40 Mu20lute WeathW20 Cave20 Smithl5 LeathW20 RopeM2S RawlS Wood£40
Language: Ad05 BetS Atl l S "d05 WesS WesS Wes5 Ad05 HarS Log5 SinS Har5 Khul KhuS WesS Khu5 Wes5 Que2
Language: Har4 Sin5 NabS R ar5 Ad04 Har4 Har4 HarS Apy4 WesS Que5 Apy4 Lab2 Wes5 Har3 Sin3 Har4 SinS
Language: WesS Que2 Wes5 BS3 Sin4 Sinl AdOI Wes5 WesS Har4 Wes5 Wes5 Umi5 Har4 BetI Wes4 Bet3 Bet4
Language: Apy3 Wes4 Wai5 Wes5 Quel Apy2 Ad02 AdOI Har4 Ad03 Wes4 HarS BS2 WesS
Language: BS2 Bet3 Apy4 Har4 Bet2 BS2 BS3 Har3 Apyl
Language: BS2 Dun3
Spell LiltS: - N.Guises 81oodW. ,us piiitM . rHliiises BOOeJMu s
Spell LiSls: Surf.W. LoftyBr. SIL Wrtys Swf.W. laemL.
Spell LiSlS: BloodW. Ess.Pen: . CUnS. 8JoodW. UnbarW.
SpeU LiSls: Purif. Pby.Enh. UnbarW.
Spell Lists: CalmS. Ess.Hand

Note: For magic items and special possessions see the individual character descriptions in Sections 3.2, 4.2, and 5.2.

4 Introduction

During an autumn storm, a ship was wrecked below the section


2.0 INTRODUCTION of the Red Cliffs on which the Moonstone Fortress stands. As is
"It is well known to us that the sea roads off the Red Cliffs of natural, all the folk of the fortress (yes, all nine of them - nine,
Haradwaith in the /Jay that the Northerners call Bela J las are in­ from a fortress that could shelter scores ! ) hurried down the steep
fested with Pirates and Pril'ateers. They are, of course, vermiIJous paths to the beach north of the castle to see what they could
scum. Bw they hal'e yet to imperil OLII' OWII shippinR and they salvage. There was l ittle of use to be found, and only one
keep the Northerners from RaininR sea power in this reRion. Let survivor: a Black Numen6rean prisoner. who was not drowned
them raid, as IOIJR as our coffers stay full ol trade gold!" because he held onto the piece of t imber that had anchored the
chains to his leg irons.
- Borothor II of Umbar, addressing the other
This was Zokhad ir-Zorik, a former ship's commander of
Lords of the City of the Corsairs
Umbar. He had turned traitor to his lord in Umbar and had fled
2.1 Gondor and the Pirates of Pelargir northward, only to be captured off the coast of Tolfalas. The
The year is 1 640 (Third Age). only a few years after the Great wreck was the Umbar warship that was bringing him back to
Plag ue decimated orthem Middle-Earth. Brave merchants at­ stand trial and face certain death. Ironical ly. the doomed prisoner
tempting to bu ild up their businesses after the grim Plague Years was the only surviv or.
Zokhad, a cruel but intell igent man. was strong and hale. Yet
are increasingly tempted by the goods of the South lands. which
even a Dwarf wou ld be slow to recover from battle wounds, a
were almost unaffected by the disease. With every year. more
flogging, and then near-drowning. Gedron, fasc inated by his
ships head south. using the advantageous trade winds to speed
them on their way to the rich ports: Ka s Shadoul. Kas Shafra. and
guest, spent many of the weeks of Zokhad's convalescence
Asni Dat in the Haradwaith; Umbar, Haven of the Corsairs; and
listening to the former commander's tales. In the h istory that
perhaps even farther places. There the brave traders of Gondor Zokhad told his young host, the commander was a wronged hero,
will sel l their wool. honey. wax. iron. timber, and other orthem and the Lords of Umbar were ungrateful wretches or witless fools.
In turn, Gedron described his penn iless plight. Zokhad began to
goods for the g old. gems. silk. spices. healing herbs, and other
consider the possibilities of this mighty castle. owned by an
fine goods of the South.
They are brave voyagers. as I have said. and so they must be. unworldly young man who seemed easily influenced. At first, he
thought in tem1S of a land-based band of robbers, or perhaps a
The waters of Belfalas Bay are home to terrifying sea creatures of
protection racket. Later on. however, he was able to tour the
various kinds, but the wildlife is not the greatest danger that
travel lers face on this sea road. The quickest route south. and the Moonstone Fortress and observe its other great feature: a secret
safest from weather, l ies close to the Red Cliffs of the Harad­
haven in a cavern below the cliffs and the castle, a hidden harbor
waith. These towering walls of reddish sandstone are riddled with
capable of holding two or three ships, if their masts were stepped
(temporarily removed) .
deep gashes that the natives call "cuts." These openings are too .
small for harbours and towns. but they are ideal for anchoring a
Zokhad promptly changed his plans. Indeed. he and h is young
ship or two away from prying eyes. As if this were not enough to
protege must take to robbery afoot or on horseback at first, but
when enough funds were obtained, they might buy a ship. Thus
tempt the wolves of the sea. there are chains of islets that also
they managed to buy a smal l sailing ship of the type used for
form havens for those who do not need enough room for an
coastal trading. which Gedron optimistically named the Bay
honest village or town. The numbers of the se pirates, privateers.
Eaglet. Zokhad knew, however, that a larger ship was needed t�
and reavers diminished along with Northern shipping, for wolves
cannot survive without prey to feed upon, but their fortunes rise intimidate other vessels. Thus. on a foggy day in early spring the
with those of the orth. and they are once more on the prowl. next year, a small warsh ip of Umbar came upon a coastal trader in
trouble. She seemed to be li sting badly. and her captain (who
2.2 History of a Belfalas Pirate sounded very young) shouted that they had been attacked by
Less than 1 5 miles south of the small port town of Sook Od a pirates' The Umbarite hauled alongside and grappled to. taking
(see area map. inside front cover). there is a fortre ss. worn and in the survivors aboard. The grateful victims brought along the
some disrepair, but still a stronghold to be reckoned with. It was paltry remains of their cargo: several small casks of strong wine.
built 1 00 years ago by a noble Haradan named Nashur do Hydar, which they insisted that the ir rescuers accept. The mbar crew.
but he was killed in single combat over the possession of a not at all reluctant once the ship was safely anchored in a small
prized stallion (the horses of the Haradwaith are only surpassed cove. accepted.
by those of Rohan). The victor. a Corsair named Red Orleg. soon The apparently sinking ship was, of course. the Bay Eaglet.
gained a reputation as a great leader of men and lover of order. with her ballast d ra sti cally rearrranged by Zokhad, who knew well
His troops soon made the region peaceful. and as Orleg was not a just how much such a ship could stand. He also knew that the
Haradan. he was not involved in the common tribal wars that had captains of Umbar were a lway s instructed to rescue traders and
made such a sturdy fortress necessary in the first place. passengers who m ight have useful information about pirates or
The strength of thi s castle is not only in its strong walls and Gondor. The young captain was Gedron, his crew were the best
tall towers. Above the main gate is a huge, magical gem, Moonstone cutthroats, and the wine - was poisoned. Soon the
translucent and pale blue-grey in color: a moonstone. Thi s stone. Umbarites were dead or dying, and the ship. which had been
I foot in diameter, sheds a magical aura on the wal ls so that they fol lowed at a di stance by the Bay Eaglet. was Gedron's - and
resist damage by rams. by catapulted stones. or by sapping (+20 Zokhad's. It was renamed the Master Seawolf.
versus such attacks). In addit ion, anyone invading the fortress The two pirates soon gathered a crew of experienced and
(that is, anyone entering without speci fi c permission from morally depraved sailors to augment their landlubber bandits.
someone within the walls) will have his presence announced by Gedron, who was thoroughly enjoy ing his l ife of crime, soon
the raucous cal l , like that of some huge bird. For this reason, the grew to relish raids. Their tactics have fallen into a pattern
castle is called the Moonstone Fortress. (although no one but they themselves have seen it often enough
Now the fortress has fallen on more chaotic times. Orleg's to detect it). While the Bay Eaglet. commanded by one of their
heirs did not inherit his virtues along with his property. The lesser captains, scouts for prey, the Master Seawolf bides her
reputation of the fortress remained, so the region is still peacefu l , time out of sight. '.Vhen a victim is sighted, the former warship
.
but much o f t h e money and treasure that Orleg inherited from the swoops 111, rowed Uust as she had been when her business was
Haradan Nashur has been spent or gambled away. Orleg's legitimate) by strong slaves, and grapples with the target.
greatgrandson, Gedron, now holds the delapidated castle. So hard Z� khad handles the seamanship, and Gedron, his face shining
were his fortunes 5 years ago that he was considering sel l ing the WIth glee, always leads the boarding parties himself. It's not
magical gem. Thus the castle would have lost its most potent surprising that all the ports of H aradwaith have heard of the
defense. but for a fateful meeting. Laughing Reaver.
The Laughing Reaver and His Crew 5

Justice in Haradawaith is somewhat haphazard by Northern 2.3 The Laughing Reaver and His Crew
standards. It is based on strong proof of injury, either some
Gedron Moonstone (The Laughing Reaver)
authority of the government (ranging from princes through
Now 27 years old, Gedron appears deceptively boyish and
governers to city or provincial guards) witnessing the crime or
friendly. He is tall (6 ft 2 in.) and has grey eyes and wavy brown
by at least two other witnesses submitting to a magical exam­
hair; these features, along with his grin, have attracted many
ination by a Truth-seer, who is usually a priestess of Kesht,
local girls, even though Haradan lasses are not encouraged to pay
goddess of truth and justice. In addition, Haradrim have a
any attention to men (except for their husbands, who are chosen
somewhat fatalistic view of fate and feel that people will get what
by the girls' fathers). In reality, Gedron has become quite blood­
they deserve in the end. They also do not believe in questioning
thirsty. He enjoys slaughter, and Zokhad has encouraged him in
others too closely about their everyday business. In view of all
brutality. His laughter is more maniacal than it is amusing.
�his, and the fact that most pirates prey upon northern vessels, it Gedron uses a handsome + IS broadsword in battle. Like most
IS perhaps not so startling that Gedron can ride quite openly into
sea raiders, he must go lightly armored, but his rigid leather
Sook Oda to sell (or spend) his loot. As long as his behavior is
breastplate gives him an additional defensive bonus of 1 0, and its
exemplary in town and no one comes forward to volunteer as
matching leather cap protects his head as if he was wearing a
witness against him, Gedron is greeted with nothing worse
steel helmet. A pair of black leather gaunlets enable him to climb
sidelong glances of anger or contempt, and some of the young
rigging and the sides of ships with the skill of a talented cat
men even admire him. He has gained some followers this way.
burgler (+ 1 5 to climbing maneuvers). He has a mortal fear of
To resupply themselves with oarsmen and necessities such as
enchantments and so wears an amulet of gold and ruby that gives
food, Gedron and Zokhad had originally intended to depend on the
him a bonus of + I 0 versus spells of Essence. He likes gaudy
ships that they raided. This soon proved impractical, for it was
clothing and jewelry: he has a 20% chance of wearing any of his
necessary to kill every man of a ship's crew to gain the time to
many pieces of jewelry at any time he is seen in public (see the
remove so much. Another plan was necessary. Thus Gedron let
description of his bedroom in Section 5 . 5 for a list).
out word that travellers along the coast road could stop at the
Moonstone Fortress for the night. Some of the caravans disap­ Zokhad ir-Zorik
pear shortly after leaving. This produces a fair amount of goods Zokhad is actually 62 years old, but the long lifespan of a
and some number of new slaves, but supplies are needed in such Black Numen6rean is his, so he appears no more than 40. Even
quantities that some of them must be bought legitimately - or taller than Gedron, and more muscular, the ex-commander cuts an
caravans would soon avoid a stop at the Moonstone Fortress. Of impressive figure as he stalks the deck of the Master Seawolf
course, lone travellers and wandering shepherds often disappear in (which he considers to be actually his, no matter what he tells
the VICInity of the castle, to be pressed into a new and unful­ Gedron). His eyes are a cold, clear grey, very startling in his
filling career as galley slaves. deeply tanned face, and his hair, worn plaited into many braids,
is a dull black and never curls. He has little patience with others,
except for Gedron. His forbearance toward his protege would seem
to be a redeeming weakness, but in actuality, Zokhad feels that he
has only to wait for the reckless Gedron to be killed in a raid,
leaving Zokhad in charge of the two ships and the Moonstone
Fortress. Meanwhile, he bides his time and enjoys the slaughter
from afar, as he dares not risk news of his continued existence
arriving in Umbar until his new fleet is strong enough to
withstand a raid from his old enemies. To this end, he hopes to
capture other warships soon, or even buy a new ship.
Zokhad favors black clothing and armor: a recent acquisition is
a breastplate of black dragonskin, which protects him as if it
were steel plate, although it weighs no more than rigid leather. A
mithril headband adorns his head and protects him as if it were a
helmet. His + 1 5 handaxe is Dwarfwork from the north. Around
his neck on a mithril chain is a priceless artifact: an Amulet of
Sea-mastery from Numenor. This large aquamarine, set in silver
and engraved with runes, allows its owner to predict the weather
for 24 hours ahead with 99% accuracy, to always know true north,
and to detect obstacles beneath the water to a depth of 100 feet.
It operates continually, serving its wearer as an extra set of
senses. Only 1 5 of these amulets were ever made, and the
locations only six of these are currently known (Cirdan the Elven
Shipwright has one).
The Pirate Lieutenants
Ulbor is the best of the four qualified ship's captains that
Gedron and Zokhad have persuaded to join them. He is a black­
haired, green-eyed Corsair, rather homely but immensely strong
and with a good sea-eye. He has no desire to lead but is content
with being essentially the captain of the Bay Eaglet, for he has a
good home ashore, with a friendly girl to warm his bed and
plenty of wine when he wants it. Fortunately, he doesn't drink at
sea. His weakness is dice, and he usually loses his share of the
loot within days of receiving it. Zokhad has (fortunately) forbid­
Zokhad den gambling for basic equipment, so Ulbor still has his +5
sword (it is +20 versus Giants and Trolls, but Ulbor has never
seen either), his +5 dagger, his +5 DB leather breastplate, and his
amulet of fog-sight (allows wearer to see through fog as if it
wasn't there for I hour).
6 The Laughing Reaver and His Crew

Ka/dir is also a good ship's captain but is quarrelsome and for this tresspass, but upon questioning him. Zokhad decided that
obnoxious. Zokhad has often considered having an accident this particular intruder was more useful alive. Although Dulo is
arranged for Kaldir. The man is a Corsair, but he has some mixed hot-tempered and rough, he does not really feel good about his
blood that has made him a red-head, and he is very sensitive current occupation and only sticks with it because he knows that
about it. The last crewmember to comment on it was abandoned the authorities are looking for him. He frequently gets into
10 miles off the coast after a brutal flogging (Kaldir claims that trouble with his current comrades by being "soft" about things
the man was punished for insubordination). Kaldir longs to have like torturing rebellious slaves as an example to the others. He
sole command of a pirate ship of his own and is currently being fights with a +10 mace, wears a leather breastplate +S, and
kept more or less in line with promises of the command of the treasures his most recent acquisition: a shell trumpet that
Bay Eaglet when there is a larger ship for Ulbor. Kaldir fights summons a favorable wind for S hours when blown. This mar­
with a + 15 sword that he took in personal combat with a velous device can be used only once per full moon.
Gondorian ship guard. His leather breastplate is +S, and his Other Inhabitants of the Moonstone Fortress
helmet protects him from head criticals 2S% of the time. Numa is Gedron's current infatuation, a dancer from a tavern in
Sook Oda. She thinks that Gedron is very handsome and was
impressed with his wealth when he came to her old workplace,
the Three Diamonds Tavern. so it did not take much to pursuade
'
her to come with him to his "palace" (as he called it). She was
told that she would be mistress of the Moonstone Fortress, but
the reality is quite different. Gedron often beats her, she has no
servants (as promised) unless she can persuade one of the other
skivvies to lend a hand, and the fortress is dirty and unpleasant
to live in, even without Gedron's attentions. She would happily
leave, but she knows that a clean getaway is nearly impossible
and that if she failed in her attempt, Gedron would cheerfully
(literally!) kill her, for she knows too much. She bides her time
and amuses herself by exploring the fortress when Gedron and the
others are at sea. Numa is a Haradan: she is small (5'1") and has
wavy black hair, deeply tawny skin. and brown eyes. To Haradan
eyes, she is pretty enough, but a Northerner would find her either
very ugly or beautifully exotic, depending on viewpoint.
Emuna SUI Ka/ik is a rather powerful but somewhat demented
mage who was chased from her tribe with stones and curses when
it became known that she was using various tribesmen as subjects
for her magical experiments. Volatile of temper but easily
managed with flattery and gifts of gaudy jewelry, Emuna feels that
she has gone up in the world by becoming the personal mage of
such powerful lords. A scrawny Northern Haradan woman in her
late SOs, she is well on her way to becoming a terrifying old
crone. The apprentice pirates are terrified of her, as is Sofan
(whom she despises as a weak town-dweller), but the older raiders
treat her with cautious respect and sometimes take her on raids to
provide magical terror for their prey. Numa respects the old lady'
for her powers but finds her rather revolting; nevertheless. the
Haradan respect for the elderly leads Gedron's unwilling girlfriend
to treat Emuna with courtesy at all times, and the hag has some
affection for the former dancer. Emuna despises the other slave
Kaldir girls and has ferocious shouting matches with the Cook. The
crazy mage's most prized possession is a headband of gold set
Ingar is another Black Numen6rean. He was flogged and left with an "eye" made of ivory and turquoise, with a jet pupil. This
for dead in the small port of Sook Oda after being drunk on watch somewhat disturbing ornament acts as a +2 spell adder. gives
aboard the Umbar tradeship whose Second Mate he was. Zokhad Emuna a IS bonus on her DB. and protects her head as if it were a
has promised to finish the job this time if Ingar does the same helmet. She uses it to anchor her gaudy headscarf. The mage has a
aboard the Master Seawolf. and has come close several times +10 dagger and a black wood walking stick (+S quarterstaff).
already. When sober. Ingar is a handsome man, with the black Sofan do Solan is a healer (animist) who was left staked out in
hair and grey eyes typical of his race. but he is usually soused the desert for agreeing to help a young man poison his lover's
when he is not on duty and resembles a large drowned rat. He can husband (the youth was beheaded. and the wife was burned at the
be an admirable seaman (when sober) and is very grateful to stake). A caravan discovered him and. believing his story of
Zokhad in spite of the dire threats to his person. Rather amoral. involvement in a tribal disagreement. took him along to their
Ingar does not care what his job involves as long as he can drink next stop. the Moonstone Fortress. Noting that there was no
when ashore. He owns a + 10 spear, a +S leather breastplate, and a physician at the castle. Sofan talked his way into employment
+S sling. None of these items has seen combat recently. for Ingar there (Gedron was highly amused at Sofan's lyrical descriptions of
is basically a coward. the advantages of having a doctor). He was somewhat dismayed
Du/o is a Haradan. a small (S' 7") man with tightly curled when he discovered the true nature of his job but philosophically
black hair and beard, dark brown eyes, and brown skin. He used noted that his big mouth had gotten him into trouble again and
to command a small coastal trader out of the port of Kas Shafra, he had better make the best of it. Unusually talkative for a
but he ran into bad financial difficulties and had his ship Haradan, he has often provoked Zokhad into threatening to
impounded by local authorities. He worked for a brief while as a remove his tongue. but the crew find his wild tales very funny.
crewman on a larger ship but got into a fight with the captain Sofan is also tall for a northern Haradan (5' I I"). He has a wild
and unwisely killed the man. Facing death by stoning for this mop of curly black hair and dark brown eyes and skin. Ulbor
crime, he escaped on a small boat and was washed into the secret recently presented him with a small +5 dagger. and Zokhad has
harbor of the Moonstone Fortress one night. He was nearly killed made sure than the doctor in the house has a x2 rnultipler amulet.
The Lady Gilwen 7

3.0 ADVENTU R E 1 : 3.2 The Player Characters


First-level player characters (PCs) should be adequate for the
TH E LADY G I LWEN task of guarding Hallatan's ship - as long as the PCs think
quickly! Six likely would-be adventurers are waiting work at the
3 . 1 A t the Tipsy Triton in Fan u i lond Tipsy Triton this evening:
The harbor town of Fanuilond in southern Gondor is often the 3.21 Ormon, a Corsair Warrior
last stop for coastal traders heading south. Near the myriad Ormon's parents despaired of him at an early age because he
islands and sand bars of the Mouths of Anduin, Fanuilond is a didn't understand that Corsairs are supposed to have dignity and
hum id, mosqui to-infested place that neverthless remains popular pride, rather than a desire to tell bad jokes and sing songs about
with sailors and captains alike because of the quality of the fruit lovers dying for each other. He signed on a Corsair trade ship
and wine produced in the region imediately north of the town. last autumn and got off with a bad case of influenza at Fanuilond.
Some of the best wine is served at the Tipsy Triton, a small, Since then, he has served as a bouncer at the Tipsy Triton. He
cheerfully grimy inn near the docks. has saved 24 gp from his wages and gambling, but now he wants
The Tipsy Triton is a good place to pick up news, be it gossip to return to sea.
or the possibility of a job, so its tables are lined with out-of­ Ormon is a tall, powerfully built youth of 19 with a lively
work sailors, local and foreign merchants, and townsfolk who sense of humor and a taste for sentimental ballads. He is also
like good sea chanteys, fine tales, and great wine. On this day in fairly good-looking, with green eyes and black hair, and has been
late spring, 1 640, the innkeeper, Lady Bereth, is pleased to note popular with the barmaids. His most treasured possession is the
the annual return of the merchant Hallatan of Pelargir. + I 0 scimitar that his favorite uncle gave him when he turned 16.
"Aye, Bereth my lass," says the stout, middle-aged merchant to
the equally stout and middle-aged innkeeper. "The usual trip south 3.22 Hethlind, a Beorning Ranger
' " but I've more to worry me this year. They say that the raids Hethlind guided a party of Dwarves south to Fanuilond with a
off the Red Cliff Coast grow worse each season. Here in Fanui­ load of fine weapons for shipment south. In exchange for this,
lond, I hope to get not only my usual stock of wine, but some the leader of the Dwarven band gave her a silver bracelet that
strong-hearted lads and lasses to keep an eye out for these cursed allows her to become invisible for up to 24 hours, once per day.
pirates and perhaps even fight off the sea wolves, if need be." She has spent most of her money on room and board at the Tipsy
Bereth turns to the rowdy revelers at the tables. "AII right, my Triton while exploring the town and is down to 5 gpo With no
hardy children! You've heard the good captain's tale. You've been other work in the offing and an adventurous spirit (after all, she
talking very big about the fights you've fought, but I wager the is far from home), she would probably love a sea voyage. She
only thing most of you have wrestled lately is a full wineskin! could quickly learn to use her star-gazing skills for navigation.
Here's a chance to prove yourselves! Will you not sail with the Hethlind, 20 years old, has reddish blond hair, grey eyes, and a
master of the Lady Gilwen? He's an honest old rogue, a fair friendly smile, but she is not pretty. Rather, she exudes an air of
master, and generous with them that deserve it. I daresay you cheerful practicality.
could all make your fortunes with him!" 3.23 Surion, a Dunadan Bard
Surion has been travelling to get some knowledge of the
FIRST LEVEL BELOW DECKS MAIN DECK LEVEL
Southern lands for his kinsmen and came south to Fanuilond as
part of a group of travell ing players! He had meant just to guide
Whipslaff ___
them and play background music for their shows, while checking
Stecnnan's
Position out the area, but soon he was acting minor parts. When they went
on west, he stayed in Fanuilond to report to his Aunt Nuneth,
DI
Hatch who recommended that he head south to learn the Haradaic
language more thoroughly and experience the ways of the people.
Passenger or
Siores/Cargo{on noor.
First Male
Supercargo
sailors' hammock
hanging from the ceiling) • Thus he could later help keep an eye on the plans of the Enemy

in the southern lands. Surion has been coming to the Tipsy
Deck Triton for the past week in search of a likely ship.
Surion recently celebrated his 2 1 st birthday. He is not very tall
Water Barrels .ro....I!4"'
.. .. • for a Dunadan but has the typical sternly handsome face, dark
hair, and grey eyes of his race. He can be subtly humorous and is
very interested in the music and art of other lands. He has a + 1 5
LOWER HOLD longsword that was handed down to him by his great-granduncle.

3.24 Indis, a Silvan Elf Scout


Indis came to Fanuilond out of curiosity: she wanted . to see the
ocean, and followed a party of travellers who said that they were
going there. She is very shy and was teased a great deal by the
human travellers but is beginning to develop a sense of humor
about it all. An opportunity to actually travel on the ocean would
Ballast
suit her very well.
Indis is a very young Elf, only 1 6, and is quite pretty to
human eyes, although other Elves consider her rather ordinary.

ffi
UPPER LEVEL
OF THE STERN CASTLE She has dark brown hair and grey eyes and seems very tall to
human beings (the travellers called her "Beanpole"). Her + I 0
More cabi broadsword was made for her by her father, a skilled craftsman,
Cargo/Walcr
Mes!. 10
Barrels from whom she also learned the rudiments of woodcarving. She is
Caplain\
Workroom 20 very agile and likes to climb and do acrobatics.

LADY GILWEN DECK PLANS 50


8 The Player Characters

3.25 Brandir, a Gondorian Mage


Brandir is a city boy from Pelargir who was in training there
as the apprentice of a very bad-tempered old Mage named Gelfan.
Gelfan was a very demanding master and had a strong arm and a
hard hand, as Brandir had good reason to know. Of course.
Brandir did not exactly try to keep the peace: he had a penchant
for building elaborate structures designed to dump water on his
master's head while he was studying scrolls or to open creaky
doors mysteriously in the dead of night. After one beating too
many for Brandir's taste, the apprentice ran off. taking with him
the + I spell adding amulet ( i t is in the form of a bronze ring with
a coral bead, carved with tiny runes, set it in) that he was
supposed to have at the end of his apprenticeship. Brandir is
convinced that the old Mage w i l l track him down here in Fanui­
.
. . .....--- .
. . .
lond and would love to go far away - the further. the better.
.. .
. .
-- Brandir is only of average height and is a little heavy: he is
'

GONDORIAN COASTAL MERCHANTMAN trying to grow a beard by way of disguise. but as he is only IX.
Basic fonn of the Lady Gilwen i t is not growing very fast. He is brown-haired and brown-eyed
and very cynical. Many nights of sneaking out of his locked. cell­
l ike room at Gelfan's house have made him very good at
wriggling through small openings (in spite of his size).
3.26 Rozilan, a Black Numen6rean Animist
Rozilan was supposed to marry a minor noble of Gondor as
part of a private (and i l legal) trade agreement between the man's
household and hers, a wealthy merchant fam ily from the northern
territories of Umbar. She was to have tried to pass as half
Dunadan, half Haradan. The noble died after being thrown from
his horse a week before the wedding. and his fam i ly (who had
been getting cold feet over the whole idea anyway) packed
Rozilan off with only the clothes on her back and a small purse
of gold (35 gp). She has no intention of going back to her
family ( after all, they had agreed to this silly schemel but is
getting somewhat homesick for the South.
Rozilan is fairly tal l . with black hair, grey eyes. and darkly
tanned skin; she will soon turn 19. She is very intelligent and
energetic; now that she is free of family obligations, she is
determined not to waste any time in seeing things of interest as
she travels, before she decides where to settle down. Her dowry
HARADAN COASTAL MERCHANTMAN
from her fam ily incl uded a rod of ebony, inlaid with silver wire in
Basic fonn of the Bay Eaglet
curling patterns, that al lows her to use any one of the fol lowing
spells once per day: Minor Vessel repair ("Blood Ways"). Minor
Nerve repair ("Organ Ways"), Minor Fracture Repair ("Bone/
Muscle Ways"), Muscle Repair ( "Bone/Muscle Ways"), or
Carlilage Repair ( " Bone/Muscle Ways").

3.3 The Non-Player Characters


3.31 Hallatan of Pelargir
A shrewd, tough man in his late 40s, Hallatan has a rotund
figure that belies his sturdy nature. He is somewhat stem to his
crew, who nevertheless admire him for his keen nose for profit
and his generosity to those who work wel l for him. He bought
the merchant ship Lady G i l wen (which he renamed for his wife)
with the profits he saved from jobs as navigator and captain on
the ships of other men, rich merchant princes who would rather
stay ashore and let hardier souls do the work of sai l ing the seas.
That was 1 5 years ago, and Hallatan has hardly had a bad season
since. The only exception was the Plague Year, when he lost
nearly half his crew to the disease, along with his only daughter.
Since then, he has been somewhat quieter and not as quick w i th
either a joke or a curse. He dotes on his remaining children, his
two sons Halmir and G i lmon, and on his new daughter-in-law,
Halmir's wife Dorien. The captain is not particularly tall and has
greying dark hair and eyes of a rather unnerving light hazel
shade, almost yellow.

COASTAL RAIDER
Basic fonn of the Master Seawolf

SHIP TYPES
The Non-player Characters 9

3.32 Halmir of Pelargir male pes and one for the females: these are the cabins labeled
Very much the son of his father, Halmir is also quick-witted "passenger or supercargo" (a supercargo is someone in charge of
and strong, but he is more cheerful of disposition than Hallatan a specific cargo) and "navigator" (since the second mate is also
and rarely gets angry. When he does, however, he is truly a force the navigator this time) on the diagram. Because of Dorien's
with which to reckon. Tall and dark of hair and eye, he is 24 presence, Halmir no longer shares his cabin with Vandor: the
years old and erves as his father's second mate and navigator. animist now bunks with the first mate, which does not make
There is only one thing about which he is not very sensible: his either of them happy.
new wife, Dorien. He is hopelessly in love with her and gives her The pes will not be expected to work on daily tasks aboard
whatever she wishes. Against Hallatan's better judgment, the ship; however, they will find that the sailors and other crew­
happy couple has pursuaded the captain to take them both along members will be more friendly if the new "guards" decide to lend
on this voyage. a hand. The skills that they learn this way may prove useful to
the pes later.
3.33 Red Dorien
Red hair is rare enough among the folk of southern Gondor
that Dorien's flaming plaits have awarded her the obvious nick­
name. Fortunately, she doesn't really have the temper to match,
but she does have the expected freckles (not too many, fortu­
nately) and blue eyes. A bright and attractive girl, 18 years old,
she was raised sensibly enough unt i l the Plague Year, when all of
her siblings died. Her parents, broken-hearted, proceeded to spoil
their remaining child. Before this, it had been intended that
Dorien should study to be a bard when she was old enough (she
has musical talent), but after the death of the other children, she
was no longer made to work hard at it. Her new husband's extreme
love for her and her father-in-Iaw's affection have completed the
process, and now Dorien expects everything to go her way. She
never resorts to tantrums, having learned that honey catches more
flies than vinegar does. She is still very clever and interested in
the world, as well as willful and hard to control.

3.34 Ragnir One-Eye


First mate of the Lady Gilwen, Ragnir lost his left eye to an
infection that set in during the Plague. He has regained almost all
of his quickness and coordination by now, however. Of moderate
height, wiry, with dark hair and grey eyes, he has a ferocious
scowl most of the time and usually plays the "tough guy" to the
captain's "nice guy" in disciplinary situations. For instance, if a
sailor must be whipped for a serious lapse of some sort, Ragnir
wields the whip, rather than Hallatan (this rarely happens).
Ragnir is not at all cruel, however: rather, he is very stern and
constantly anticipates trouble. On the other hand, when the ship
is safely anchored, he also likes to have a glass of wine and to
tell wonderful tales of the faraway lands he has visited.

3.35 Vandor
This animist serves as ship's doctor, as well as predicting the
weather for the captain and keeping track of any perishable or Ingar
live items that may be part of the cargo. Vandor is 26 years old
and came from Lamedon, originally. He was in Pelargir a few
years ago and was fascinated with the sea and the ships. Hallatan 3.5 The Encounters
saw his interest and let him sign on as a sailor with the Lady The GM will not roll for encounters on this ship voyage.
Gilwen. The captain was horrified at the end of the voyage to find Instead, there will be two definite encounters. as described below.
out that he had hired an animist of some skill as a common The voyage will be relatively uneventful for the first few days.
sailor! Vandor, however, was delighted with the experience (even but roll for weather. All of the pes have good constitutions, so
if it did give him many new callouses) and asked to stay on as they shouldn't get seasick, but if the weather is rough, check
permanent crew. The animist is pretty good friends with Halmir anyway: seasickness "attacks" as a level 2 i llness and causes -50
but is wary of Dorien: he considers her (accurately) to be to all actions due to nausea for at least 1 5 to 42 hours ( 12 +
unpredictable and a possible hazard the the captain's reputation. 3d I 0). If the RR failure was by 1 5 or more, a -25 incapacitation
Vandor is tall and lanky, with sandy hair and grey eyes. continues for as long as the victim is at sea. The Lady Gilwen
will anchor offshore at night because the rocks and shoals along
3.4 The Task the shore make night sailing hazardous. The prevailing winds at
If the player characters take Hallatan up on his offer, he will this time of year are favorable, so the first day's travel should
hire them for the fee of 30 gp apiece for the voyage (considering take the ship to the cape near Harlond (see map) and the second
that a common laborer is lucky to see the equivalent of 5 or 6 gp day to near Nen Falastir. Hallatan will not put into port at either
a year, this isn't bad). Note that the captain will not hesitate to place unless there is a horrible storm (and even then, there is a
take Southerners because he is a sensible man and knows that not 60% chance that he will decide that the shoals are too dangerous
all Southerners are pirates; anyway, Southerners who are spending and instead head out to sea and anchor there with a sea anchor:
some time in Gondor are probably not all bad (Hallatan rarely it's safer). The GM is urged to consider carefully whether there
thinks of political activities, such as spying). should be a storm, even if the weather roll indicates one. This is
The Pes will not have luxurious accommodations, but they will potentially a very dangerous situation and the pes will not be
not be expected to sleeps in below-decks hammocks like the able to do much to improve things, which is not very fair and
common sailors, either. One small cabin will be provided for the will not allow them to earn much EP. It will also be slow to run.
10 The Encounters

3.51 A Sea Monster 3.52 Pirates!


On the third day of the voyage, as the ship passes the vague When the Lady Gilwen is beginning to change course near the
border between Southern Gondor and the Haradwaith (and as the cape of Ras Oda to enter the deep bay known as the Harnun Oat,
PCs are getting restless . . . ), in the waters near the Haradwaith the Bay Eaglet will pass them at a distance and will be noted, if
town of Has Adri (although some 15 miles from shore), a diver­ at all, as a Haradan coastal trader or large fishing vessel. An hour
sion occurs. The Lady Gilwen is, at this point, crossing the Adri­ or two later, as the Lady Gilwen begins the awkward business of
Lot Deep, an arm of deep water that extends from the ocean. A sailing with a crosswind, the Master Seawolf will begin to pull
sailor cries "Ulmo save us ! " and points to the port rail, where alongside, flying the red flag of the Belfalas Pirates. The Bay
several large tentacles are writhing across the deck. "A Kraken!" Eaglet will cut across the bow of the Lady Gilwen and attempt to
shouts Hallatan. "Your blades, my warriors! Quickly, before it prevent the Gondorian ship from proceeding. Meanwhile, the
splits us open like an oyster shell !" Master Seawolfs crew, led by Gedron, will attempt to grapple the
The deep-sea Kraken rarely venture this close to shore, but the ships together and board the Lady Gilwen.
Deep provides this one with the space to do so. The Kraken is Hallatan's crew will, of course, try to fight off the boarding
almost as long as the Lady Gilwen and obviously knows that party and prevent the grappling attempt. Each ship's crew has
edibles are to be had if the ship can be crushed or broken open. If archers that will attempt to cover their comrades who are engaged
a tentacle comes in contact with anything that moves like a in the ticklish operations of grappling and preventing grappling.
living creature, the gigantic Kraken will pull in that limb, taking If the raiders succeed in getting on board, they will try to
the unfortunate victim with it (of course, the Kraken must make a incapacitate (but not necessarily kill) all crew members with
succcessful Grapple attack to do so). If the Kraken takes up to weapons. This will include the PCs. The pirates' principal targets
one third of its total hit points, it will give up. for looting will be the cabins (where they will find Hallatan's
If the Kraken scores an appropriate Crush on the ship and fairly primitive secret compartment easily). If no good loot is
causes it to break open, it will grab 5 to 10 victims (again, it found there, only then will they try the hold. They will also take
must Grapple for each victim) and make off at high speed. When a few strong-looking sailors who are uninjured or have only
it gets at least I mile away, it will stop to eat its prey. The minor injuries as galley slaves. Finally, Dorien's red hair and
remaining survivors at the wreck site must make their way ashore good looks will make her a prime target: many lords of Umbar or
as best they can. Wish them luck! Fortunately, the waters here­ even farther south would pay good money for such an unusual and
abouts are not infested with sharks. pretty slave girl (Hethlind the PC, who also has reddish hair, is
unlikely to be a target for this, as she is not very pretty). Dorien
will struggle but she is not very large or strong and is not likely
to escape. Unless the PCs and crew prevent it, Halmir's new bride
will be carried onto the Master Seawolf, kicking and screaming
the entire way. With her will go the contents of Hallatan's safe
and anything else that the raiders can grab.
While the pirates are on the ship, they will slash as many
ropes as possible and attempt to cripple the rudder so that the
Lady Gilwen cannot follow them when they make their escape. If
the pirates get clean away, the remaining crew and PCs will have
from 1 2 to 32 hours' worth of work just to get the ship moving
again. Even then, Hallatan (or whoever is left in command after
the fight) will not attempt to get to Kas Shadoul, far down in the
Harnun Oat, as he had orginally planned, but will instead set sail
for Sook Oda, which is much smaller and far nearer.
The PCs may, if they dare, attempt to follow the raiders onto
the Master Seawolf. Of course, the pirates have guards to prevent
it. The GM is advised to prevent the PCs at all cost from getting
onto the ship if it will result in the party being split in half (a
split party is a very difficult situation to referee). If the entire
. party goes on board at once, they will probably be fought into
submission (they are quite outnumbered). Logic would seem to
dictate that the tougher-looking PCs be retained as galley slaves
or worse. However, in the interests of the game structure and
further adventures, it would be better to have their uncon-scious
bodies thrown into the water if there are enough crew left on the
Lady Gilwen to rescue them, or otherwise thrown back onto the
Lady Gilwen's deck, along with jeering comments about " Leave
the kids at home next time! " and "These 'uns are too scrawny;
we're throwing them back ! " The w ithin-the-game logic in this is
that the PCs ( I ) will probably too badly injured in the battle to
use as slaves right away (and the raiders aren't going waste any
healing on slaves) and (2) are too cantankerous to be much use as
slaves anyway.
Even if the pirates are fought off, Hallatan will put into Sook
Oda to report the attempt and to reward his brave crew and guards
for the victory by letting them have a night on the town. In
either case, victorious and drunk or beaten and drunk, the PCs and
A Kraken the younger members of Hallatan's crew (Vandor and, if Dorien
has been carried off, Halmir) will end up in the Northern Girl, the
friendliest tavern for Northerners in Sook Oda.
Search for the Raider's Harbor 11

friend Vandor sits nearby, unable to think of anything comfort­


4.0 ADV. 2 : SEARCH FOR ing to say. Ragnir, the one-eyed first mate, is scowling more

TH E RAI D E RS' HARBOR ferociously than ever and cursing steadily under his breath. The
surviving sailors of the Lady Gilwen mope about, heads hang­
The Haradwaith coastal town of Sook ada ("ada's Market," ing. What could a sailor do against pirates? A pirate raid isn't a
names after its first Hetman, or mayor) is abuzz with the news of bar fight! Yet they feel that they should have done more.
the latest offense by the Laughing Raider: an attack on the Gon­
NOTE: If you ran the first adventure and Hallalan was
dorian merchantman Lady Gilwen. The ship's master, Hallatan of
killed, then ohviously someone else should tell the story:
Pelargir. holds forth in the Northern Girl tavern soon after he
comes as ho re. telling of the pirates' bold attaek on his ship.
either Ragnir or Vandor. Of course, if anyone else is miss­
ing, they must he written out of the picture too.

4.1 Starting the Players Sakur do' Akil, the owner of the Northern Girl, puts a comfort­
What exactly Hallatan says will depend on whether your PCs ing hand on Hallatan's shoulder. "It is certainly not the first
played through the first adventure. If they did, then you may time, by all the spirits of Paradise, that this raider has struck
already know what Hallatan will say! For some suggestions one against a merchant ship! And not all of us believe Northerners to
way or the other, see below. be worthy of whatever misfortune may befall them! Here, in my
humble tavern, are those who would gladly see this Laughing
IF THE LADY GIL WEN LOST TO THE RAIDERS
Fiend put to a slow and miserable death. Come, friends, lend your
If you didn't run Adventure I , read through that material to get aid to this worthy shipmaster! This Laughing Raider, this mock­
the background and then run this adventure as if the Lady Gilwen
ing murderer, he has lived too long!'
survived the attack by the Kraken but lost the battle with the
pirates. Thus most of Hallatan's gold and valuables and his IF THE RAIDERS LOST TO THE LADY GILWEN
daughter-in-law Dorien are now in the hands of the Laughing If the PCs were in the first adventure and were involved in
Raider and his scurvy crew. successfully defending the Lady Gilwen, then there is no Dorien
to rescue from the raiders: she is sipping wine beside her husband
on a bench in the Northern Girl as her father-in-law tells his tale.
"Two ships full of them, aye, but we fought the rascals off!
They barely made off with their lives, most of 'em, and here we
are, mostly safe and sound, thanks to these brave hearts I was
clever enough to bring with me," (he winks jovially at the PCs).
"But what of others, hey? I doubt we're the first this chuckling
scoundrel has attacked, and daresay we won't be the last! "
"You are very right, old friend," say Sakur do' Akil, the host of
the Northern Girl. "At least four ships they took last summer, and
the crews of those could barely get their vessels to port here after
the villains had left them. You escaped safely this time, praised
be all the spirits in Paradise, but maybe they will take after you
again, even on your return trip. And if you are not their next
victim, surely some other fine merchant will be. This laughing
fiend and his crew of rogues have a fierce hunger for gold."
"Aye, that's the bitter truth," replies Hallatan. "I fear that the
only solution is to kill the sea wolves in their den, for I know
well that no one in the Haradwaith has a warship, and we all
know what the Lords of Umbar think of the pirates! But where do
these scurvy raiders make their harbor? Surely not even the worst
Hetman or Governer of the Haradwaith would give them a base?
Thus they must have some secret haven for those two ships. I
would give a lot to have that place discovered! "
"So would I , " affirms Sakur. "So would our Hetman Haruth !
Well, there's our answer. We will all put up a reward for the dis­
covery of this wolves' den. Do you hear that, my guests? This
worthy Northerner and I would pay you well to discover the
hiding place of the Laughing Raider and his crew! Also, our
blessed Hetman will surely sweeten the reward! Come, even if
none of you thirst for justice, surely some of you need gold! "
Hallatan eyes the PCs hopefully. "How about you, m y doughty
Ulbor guards? Would you like some more gold in your purses? If you
aquit yourselves as well on land as you have at sea, you could do
"Two ships ! " bellows Hallatan. "Two of the plaguey things very well ! "
against my own wee ship! My lads are brave, but they're not
warriors! All my gold gone, aye, and the Elven jewels that the
4.2 The Player Characters
Talaf Mymun ordered last autumn, but that is not what grieves If the PCs are veterans of the first adventure, they will
me! They have stolen my daughter-in-love, my son's wife Dorien ! probably have made 2nd level (remember to take points for travel
Even now she may be on her way to some desert cheftain's and new experiences into account, as well as points for combat,
harem! Alas, the poor darling! All she wanted was to view the good ideas, and so on). This adventure is really geared more to
sights of the Haradwaith, curse me for a fool that I wished to 3rd levels, however, so give them some extra firepower by
indulge her in it! " sending another NPC or two along with them. If Dorien has been
Hallatan's son Halmir sits near his father, his head i n his kidnapped, Halmir and Vandor (if still around) will certainly go
hands, tears running unheeded down his tanned face. His animist along. If she hasn't, Vandor will still offer to go. In addition,
you may send along either some appropiate NPCs (Yud, Tahar,
and/or Syron; see Section 4.3) or use some of these Pes as NPCs.
12 The Player Characters

4.21 Gelmir, a Gondorian Warrior employer. a trader who needed a bodyguard because he had bribed
Gelmir grew up in Minas Anor. the youngest son of a guard of the wrong people, had to leave him behind in the nearest town.
the city. A serious. intense young man. he felt the urge to make That was 5 days ago, and Axor is now fully recovered and going
his own way in the world. away from the h igh reputation of his sti r-crazy in the l ittle town. He hangs out at the Northern G irl.
father and the expectations raised by the fighting skills of his looking for action.
three older brothers. He made h is way south as a guard for Like most Corsairs. Axor has black hair ( which he ' wears long
overland merchant parties and saw lots of fighting action against and tied into a horse-tail). grey eyes. and deeply tanned skin . He
both beasts and bandits on the road. His + 10 longsword was a is tall for his age but still slender and has not yet come into his
parting gift from his fam i l y, but his +5 shield was taken from a full strength. He is becoming handsome as he grows oldcr and
bandit leader 2 months ago on the road from Kas Shadoul to Sook knows it. Although he tries to act cool and aloof. he is really full
of daring and acts before thinking all too often. During one of
Oda. Gelmir was wounded in that exchange but managed to k i l l
h i s foe anyway. successfully defending his merchant cl ients. The his less honest periods, he stole a + I 0 scimitar from a drunken
grateful traders left him in the care of Sook Oda's only competant mercenary. He also has a +5 DB rigid leather breastplate. a gift
healer and gave Gelmir 100 gpo He is now fully healed and get­ from his last employer (who meant it as a loan but was in too
ting bored and restless. much of a hurry to leave Sook Oda to bother about retrieving it).
Gelmir is 20 years old and has dark brown hair and hazel eyes.
His ruddy skin and a broken nose make him rather unattractive. 4.25 Kiral, a Dorwinadan Animist
but his se lf-confidence makes him impressive, even though he is Following a tradition of the Dorwinadan priests. Kiral under­
not all that tal l for a Warrior. took a journey of learning at age 18. He travelled south and west.
gathering herbs. observ ing the world about him. and talking to
4.22 Yezmin, a Haradan Ranger many different people. Still on the road long after the prescri bed
Yezm in sut Zareb was the only child of a sol i tary Haradan year had passed. Kiral felt l ittle incl ination to go back: the
hunter and his wife. Because of his isolated way of l i fe, her father wandering life suited him, allowing him to see new sights and
Zareb was not constantly influenced by more conventional heal those who seldom see an Animist or any other kind of
Haradan ways as he would have been in a tribal situation. Also, effective healer. He has been in the northern Haradwaith for the
his wife died when Yezmin was only 7 years old. Thus Yezmin past 8 months, v isiting tribal healers and gaining their trust so
learned to hunt from her father as if she was his son, not his that he can learn about the local herbs and remedies.
daughter. When Yezmin was 19. Zareb was killed by the bite of a Kiral is a q u iet man, sensitive to the moods and needs of
poisonous snake. Yezmin was heart-broken and wild with grief others and very observant. He is only of average height and
for a period of weeks, but then real ized that she had to make a rather slenderly built. without much muscle. His hair and eyes are
life for herself now. Lonely. she sought out other people, but the brown. and his skin has the distinctive sallow color of his race.
tribal Haradrim of the desert were too traditional to accept a He brought with him from home an excellent composite bow.
female hunter. She had more luck in the towns and has been + 10, and an old crone whom he helped in the N indalf marshes
earn ing a living by guiding caravans. gave h i m a talisman that turned out to be of great potency: i t
Yezmin is now 2 1 . She carries her father's + 10 scimitar and gives him 8 more spell points per day, gives him the abi l ity to
has a +5 target shield that she bought with the pay from her last cast healing spe l l s on targets up to 10 ft away, and allows him to
job. Her unfort unate and unusual life has made her cynical and throw his spells as if he were three levels higher. He also has 35
rather aggressive toward others, but she has a soft spot in her gp and a pouch containing the following herbs (number of doses
heart for those who are victims of greater force or ill luck, as in parentheses): yavethalion(3), tarnas( I ). edram(4), harfy(2),
long as the victims tried their best (as she has) to make the best arpsusar(2), dagmathar(2), belramba( I), mirenna(9), suranie( 1 2).
of it on their own.
4.26 Lyli, a Haradan Mage
4.23 Amroth, a Noldo Bard
Lyl i was married at an early age ( 1 5 ) to an elderly Mage of Kas
Amroth often jokes that he is the only Noldo south of the Shadoul. Her new husband, Yussul, was smitten with his much
Anduin. This may not be true. but the folk of Sook Oda certainly younger wife's charms (Lyli can be very charming - if she wants
believe it. Amroth is unusually sociable for one of the Fair Folk to) and much struck by her great intelligence, which had pre­
and came south with a Human friend of his. "Just for a change of viously had l ittle chance for use in the constrained life of an
scene. you might say." as Amroth puts it. The friendly atmos­ upperclass Haradan maiden. He started to teach her his craft. She
phere of the orthern G irl warmed his heart and he has spent a was an apt pupil, but her training was cut short when Yussul died
month here. while his merchant friend continued on south. Even
of a heart attack. She grieved for him more as a teacher than a
before this. Amroth had done a great deal of travelling in the husband and recovered in a few weeks. Then, for a few months,
lands of Men. picking up songs and tales as he went. she attempted to l ive as m istress of her. household, but Yussul's
Amroth is ex tremely attractive even for an Elf. The Haradan ambitious journeyman Kannok used Haradan law and tradition to
girls of Sook Oda are fasc inated with him, but he carefu l ly take that power away from her. Furious, she dressed as a boy and
ignores them to avoid the wrath of their fathers. He has fair skin stowed away on a Haradan ship, When she was discovered by the
that nevertheless seems impervious to the hot southern sun. crew, they thought her a lad and allowed her to stay on as a
silver blond hair. and green eyes. His face is often twisted into a 'prentice sailor and cabin boy. The risk of discovery was too
sardonic grin. and he has a sharp tongue upon occasion. He has a great, however. and Lyl i jumped ship at Sook Oda after her
+5 longsword from his father and a gold ring set with a beryl (the second voyage. She sold a pearl brooch (given to her by Yussul
transparent green gem often called "elfstone") that acts as a +2 and kept hidden while aboard ship) for money to l ive on at the
spell adder and also al lows him to use a Shield spell twice per Northern G irl , where she has stayed for 2 months while trying to
day upon command (acts as a target shield. subtracting 25 from convince the local Mage to teach her more.
attacks. for 5 m inutes. that is, 30 combat rounds). Lyli is l ittle and wiry and still looks rather boyish, even in
4.24 Axor, a Corsair Scout more fem i nine attire. Aboard ship, she learned to use a scimitar
Axor, 17 years old. has had a varied l i fe. Since running away and has now puchased a +5 blade. She also has a tiny amulet that
from home at 13. he has been a ship's cabin boy, a bouncer in a gives her + I spell per day and badly wants a more effective
tavern in a town in Umbar's territories, a thief, and a bodyguard. device. She still has a lot of pride even after her m isadventures
During this last employment. he ended up in Sook Oda when he and yet is also very inquisitive, so she cannot a lways maintain
fel l i l l from eating bad food at the Moonstone Fortress caravan her proud facade. She i s very i nterested i n any means to increase
stop. He managed to h ide his symptoms for a whi le, but soon his her magical knowledge.
The Non-player Characters 13

4.3 The Non-player Characters 4.34 Syron Pathfinder


Syron Pathfinder is a frequent vIsitor to the inn. A laconic
4.31 Haruth do Ramam Corsair Ranger with a taste for good wine and northern pipeweed,
Hetman of Sook Oda, Haruth is a cynical man, a Haradan with a he has been asked to keep an eye out for some of the travellers
jaundiced view of the increasing domination of the region by who have disappeared near the Moonstone Fortress. He was
Corsairs and Black Numen6reans. Afflicted with a variety of nearly skewered by fortress guards armed with bows when inves­
minor ills, he usually looks annoyed and irritated, but his mind is tigating the territory nearby, but escaped by apparently leaping
very sharp and he is (by Haradan standards) a good hetman, swift to his death from the cliffs into the sea (actually, he climbed
with justice and cautious (but generous) with mercy where appro­ down until he was partially hidden by an overhang and
priate. J n appearance, he is a skinny little man (5'5 ") with sharp camouflaged himself further with his magical cloak ..>- Elven­
features, thinning black hair, a pointed beard, and very dark skin. type, but made by Haradan wisewoman). Syron is touchy to deal
He looks every day of his 56 years. He would be glad have the with and suspicious of strangers but has a weakness for
Laughing Raider put to death for piracy, if his hiding place could discussions of herb-lore and wildlife. He will quickly warm to
be discovered, and will offer 250 gp for this task. He would also anyone who discusses these subjects with real interest, even if
reward evidence of the Raider's death or destruction of his ships. that person is relatively ignorant of the topics. Arza knows of
4.32 Shamara sut Katub his interests but usually respects his privacy (a good logical
argument might win her over, however). Syron is relatively free
High priestess of Kesht, Shamara is the only Truth-Seer and
of his race's dislike of other northern races, mainly because there
the best healer in Sook Oda. A stern woman of early middle years
(4 1 ), she is rather tall for her race (5'6") and statuesque in figure. are very few people of any race that he feels he can trust.
She wears the white robes of her calling with pride, and her face
4.4 The Task
is partially veiled in the old way of noble Haradan women:
indeed, Shamara is a figure of unusual dignity in this little coastal The objective is, of course, to discover the stronghold and
town. She has a weakness for daring young people, as long as harbor of the Laughing Raider and his crew. No one really knows
they are honest, and total scorn for those who live by lies. the identity of the pirate, but many have suspicions about the
Moonstone Fortress and its inhabitants. The residents of Sook
4.33 The Northern Girl Staff Oda are not blind and are far from stupid: if Gedron Moonstone's
Sakur do 'Akil inherited the inn from his father, along with a only source of income is the lousy caravan stop, where does he
healthy respect for honest folk, whatever their race. As old Akil get so much money?
always said, "Better to trust an honest outlander, however strange
his ways, than your brother who has cheated you before. Blood
may be thicker than water, but it doesn't pay bills." Sakur is
popular with both townsfolk and foreign traders, and many a
lonely drunk has found the host of the Northern Girl to be a
sympathetic listener. A stout man of medium height, his round
chin framed with a drooping black moustache and his dark eyes
twinkling as he carries a tray of wine cups, Sakur is a welcome
sight to many a weary traveller from the North.
Arza sut Timman, Sakur's wife, is a smal l, plump woman who
likes hot, spicy food (which she cooks very well, although she
will prepare plainer fare upon request), hotly colored clothes, and
hot gossip. She knows almost everything that goes on in Sook
Oda, including the fact that Numa the Dancer ran off with young
Gedron Moonstone and hasn't been back to visit her best friend
(the other dancer at the Three Diamonds, the Northern Girl's only
real competitor for business) - not even once - even though
Gedron has been seen there three times since! Arza knows that
many of the town merchants have their doubts about the origins
of Gedron's goods, but no one likes to ask too many questions
(even Arza gets her tidbits merely by careful listening).
The Northern Girl has two bouncers. One is a phlegmatic
young giant (figuratively speaking: although entirely human, he's
6'7" in height) of a Northman who has sworn never to go home
again since his older brother stole his ladylove. The folk of Kas
Shadoul call him White Hallan because of his fair skin and hair,
but his name is Hal/an Skord's Son. He rarely leaves the inn
before sundown because he sunburns so badly, but no one in the
city has yet beat him in wrestling. The other bouncer is a short
but stout young Haradan whose appearance is very deceiving: he
is VERY muscular and not all that stupid. Yud do Sarsor, as he is
named, once visited the Moonstone Fortress as a caravan guard a
year ago and swears that he saw several men being brought in,
late at night, chained together. Yud says that they were taken
into a tower by armed guards. No one believes him, and he might Gedron
be persuaded to come prove his story.
Sakur's youngest child is a rogue of a 1 5-year-old who is
temporarily in disgrace after being kicked off his uncle's ship
during his first assignment as cabin boy. He played too many
practical jokes on other crewmembers. Tahar do Sakur is handy
with a boat, whether oared or with sail, and has sailed by the Red
Cliff Cuts and noted their proximity to the Moonstone Fortress.
A level I scout, he would jump at a chance for adventure.
14 The Expedition and Encounters

The Northern Girl Tavern will, of course, be the starting point 4.5 The Expedition and Encounters
of the expedition. If a lively discussion of the possible identity
It is not at all far to the Moonstone Fortress. The players may
of the Laughing Raider and the possible location of his harbor
want to first approach it openly by posing as travellers, but of
takes place in the inn, the various staff and regulars (such as
course, that has its own hazards (remember that the raiders may
Syron) w i l l soon be putting in their 2 coppers' worth. The
have just lost rowers in a battle and may be looking for
description (by Hallatan) of his attacker as a young Corsair with
replacements). This approach may work for a first appraisal of
an unpleasant laugh will lead Arza to note (as she has several
the fortress, however. I f the players are rash enough to start
times already) that young Gedron Moonstone seems the very
sneaking around at night (try to have the accompanying NPCs
man, and who knows where he gets those northern goods he sells
dissuade them), use the material in Adventure 3 (this is a qu ick
here in town. Syron, after a few glasses of wine and if he has
way to get rid of PCs, so do your best to talk them out of it). A
been approached indirectly, may comment on the strange activ­
less hazardous approach is to scout out the fortress off the beaten
ities aroung Gedron's fortress. This, i n tum, will probably cause
path, either by land or by sea.
Yud to repeat (for the hundredth time) his tale of chained
prisoners there. I f the matter of where could a ship possibly dock 4.51 Approach by Land
along the steep Red Cliffs is brought up, young Tahar may offer If the players try sneaking through the rough, they w i l l find
some speculation about hiding a ship in the Red Cliff Cuts, but themselves in a desert w i lderness alive with birds and beasts.
he will no doubt be shouted down by his elders, who w i l l regard Encounters with w i ldl ife w i l l be frequent and often dangerous.
such an idea as nothing more than an Elf-tale. They can only do this on the inland side of the road, since the
If the players make it clear that they are accepting the task, c l iffs above the sea are a scarce 1 00 ft from the road on the other
Hal latan will arrange for any needed ordinary supplies, inncluding side and there is no cover at all. The inland side, by contrast has
horses, if desired (although the party may be better off w ithout lots of rocks and scrubby vegetation up to 8 ft tall. Moving
them). This is mainly a scouting m i ssion, but away from the slowly and carefully, it should take the players a day and a half to
town is a desert wi lderness, and unexpected dangers may lurk on reach the fortress. Of course, they may choose to cut their time
the way to the Moonstone Fortress. by taking the road until the are less than a day from the fortress,
REWARDS but someone should tell them about the possibil ity that the
Hal latan is offering 100 gp for the discovery of the Raider's pirates may patrol the road, since it is their regular supply route.
stronghold. Sakur is adding another 1 00 to the pot, and Haruth's If they decide to do it anyway, have a pirate patrol (see Second
Day Encounters, below) come by so that they will decide to go
addition to the reward fund brings the total to 450 gpo Finally,
for the bush. On the first day out, once the party is at least a
who knows what the adventurers may find on their own during the
m i le from Sook Oda, start rolling for encounter hourly (check the
search for the Raider's den?
weather, too - an unexpected sandstorm could make things
interesting). A roll of 1 -80 means no encounter. For other rolls,
read on. Once an encounter has occurred, i t will not occur again.
The Encounters 15

FIRST DAY ENCOUNTERS: permanently deactivate (the keystone is normal rock, takes 1 00
Roll 81-87, A Wild Cattle Stampede: A low drumming points o f damage, A T a s plate, and Crush criticals will resu l t i n 5
comes from the ground, detectable on a Perception roll of 100 or points of damage per level of critical severity; that is, an "A"
better ( i ncluding bonuses: you roll the dice, or the PCs w i l l know critical will yield 5 points of damage, but an "E" will give 25). A
that something is up). Almost before anyone can move, a herd of dil igent search of the area will reveal nothing but a strange
wild cattle, wh ite-eyed with fear, charges toward the party. The sphere of yellow glass, 2 inches in diameter. If this is thrown (or
cattle are fleeing from some predators ( probably a Great Cheetah, dropped from more than 6 ft onto a hard surface) , it w i l l give off
which hunts in daylight). There are at least 12 of them. The PCs a Sudden Light spell ( i t attacks as an 8th level mage). Every time
must imediately decide what to do. G ive them no mor� than 30 that it is used (whether on purpose or by acc ident), there is a 1 0'k
seconds real time and have them write down their i m mediate chance (roll 9 1 -00) that it w i l l shatter as it activates. giv ing off
actions on paper and give them to you . Then determine what 5- 1 0 (4 + I d6) +40 composite bow attacks as the shards of glass
happens. The cattle, unless forc ibly stopped, will fol low a fly through the air. This will. of course. destroy the item.
straight line and will not turn aside. Assume that the PCs have I NIGHT ENCOUNTERS
round to act. When the PCs stop for the night, they should sensibly note
Roll 88-93, A Pit Spider's The ground beneath the
Trap: that it is warm enough not to need a fire and that it would be a
PC or PCs in the lead gives way (the area is a 10 ft diameter good idea to post watches. If they do both, roll for an encounter
circle and w i l l cave in when more than 1 30 Ibs of weight is put every hour (0 1 -85 yields no encounter). If they do only one.
on it), dropping the victim or victims into a pit 20 ft deep. They modify the encounter rolls by + I O. I f they all go to sleep by a
may take damage as fol lows: a 2-handed weapon attack, with a crackling campfire (w ith any Elves in the party oblivious because
bonus of +20 for the distance fallen and + I 0 for every 50 Ibs of they are watching the stars), modify all encounter rolls by +25
body weight (that is, a 1 50 Ib character w i l l take a 2-handed (also roll to see if the fire spreads (9 1 -00 it does).
attack +50). The criticals are all Crush. In the pit is a giant 86-95, A Party of Rukhim: The Rukhim (singular: Rukha;
spider, 5 ft across, who will attack the fal len party members with also called Ru-folk and Ruathani; they call themselves,Rughu) are
its sharp mandibles and its Ivl 5 poison. I f the spider scores a various types of small, nocturnal humanoid beings with small
critical, this poison will in any case give 2-20 points of damage magical powers. They are common in the Haradwaith but are only
due to tissue damage around the wound. I n addition, if the v ictim rarely seen by larger folk and are usually considered to be
fails its R R by 15 or more, the poison will paralyze for 12 to 30 mythical. These are Desert Rukh i m : 4 ft tal l , wiry, sand-colored
hours ( 1 0 + 2d I 0). The spider saves its paralyzed prey for later skin and hair, brown eyes with no whites visible. armed with
meals. If the party has the leisure to explore the pit. they w i l l spears and bows. There are 10 of them : the chieftain, an Anim ist
find t h e bones of several large animals (a horse a n d t w o cows) ( wisewoman), and eight warriors (five men and three women).
and those of a man. Amid the human v ictim's remains are 3 7 gp, They have had bad experiences with men, that is, Pirates who
a + I 0 longsword, a + I 0 light crossbow, and a +5 target shield. A have kil led several of their people, and will attempt to capture
good Perception roll (90 or better, including add) will reveal to the PCs. The wisewoman will summon 4 jackals to help if
anyone native to the area that the man was a Corsair, given his combat threatens. They w i l l attempt to jump any sentries q u ietly,
gear and clothing remains. possibly with spell assistance from the W i sewoman. I f the.
Roll 94-98, A Thicket of Catclaw Bushes: A member of Rukhim are overwhelmed and all seems lost, they will flee,
the party. straying slightly from the rest (roll random ly for turning invsible as they do so (they cannot attack while
anyone who is not totally surrounded by other members of the inv isible). They carry only their animal skin clothes, rope, of
party), cries out in pain and shock as he or she is entangled in twisted hide, hair, and sinew, and the weapons listed (the
the thorny branches of a catclaw shrub. These semisentient plants wisewoman has an amu let that is a +2 spell adding device). I f the
fertilize themselves by catching animals and people in their group attempts to negotiate, the Rukhim (who barely speak
flexible. mobile branches, armed with hooked c1awlike thorns H aradaic) may just agree to leave, or they may ( i f the group is
that give off a soporific (sleep-inducing) j u ice. The j u ice acts as a very pleasant and persuasive) help guide them to the fortress.
level 4 poison and takes 1 -4 rounds to act. after which the v ictim They w i l l insist on travell ing at night, however, if they agree to
is deeply asleep. Note that the v ictim m ust roll a new R R every this task. If, somehow, all the PCs are captured or killed, the
round that he or she is entangled and once a critical has been captives can probably talk their way out of it: Rukhim are not,
caused. because the j u ice is constantly dripping into the wounds by nature, cruel or aggressi ve.
caused by the nasty thorns. The shrubs are definitely flammable,
96-99, A Poisonous Snake: A Banded Viper, drawn by the
but care m ust be taken to avoid roasting the captive along with
heat of bodies (or the fire, if there is one), slithers into camp.
the captor. Alternatively. the plants may be hacked with edged
These large ( 1 5 ft long, 1 2-inch body diameter at widest point)
weapons but they will attempt to defend themselves by wildly snakes are pit vipers and hunt by heat and ·scent. Adult human
waving their thorny. grasping branches. trying to strike their beings are rather too large for them to consider as normal prey,
attackers. I f the party can take the time to ex plore the ground
but they are easily startled and have a poisonous bite ( I v l 5
beneath the thicket (or its remains). they will find many animal
poison: minimum result, blurred v ision and slowed reflexes (-20
bones, the remains of two human beings, 23 scattered gp, a
to all moving maneuvers) for 6- 1 6 hours; if R R failed,
scimitar. and a +5 normal shield. convulsions (total incapac ity and random thrashing) for 2- 1 2
Roll 99-00, A Magical Guardian Servant: As the party hours, take 22-40 points damage, and 20% .chance death from
strolls (or. we hope, sneaks) through the brush, a good percep­ brain damage). If no one notices the V i per (takes a Perception
tion roll (100 or more, including add) may reveal the remains of a roll of 90 or better, including bonuses), i t will curl u p by a warm
small stone bulding. (This once guarded an e xtraterrestrial gate, sleeping body (roll random ly to see who is warmest) and then
which has since been shut.) Soon thereafter. someone in the become agitated by the normal movements of the unconscious
party (roll randomly) will be struck by a flying ball of earth party member, perhaps biting (0 1 -7 5 it bites). The bite w i l l
(treat as a Ball attack spe l l , with all criticals as Crush). This definitely cause t h e sleeper to wake and yell.
strange apparition is the guardian of the place, a barely-sentient
00, A Desert Troll: This Troll, unfortunate enough to live an
clod of dirt capable of zipping about and attacking intruders in
area where the sun almost always shines brightly for as long as
this area. It is tied to the spot and may not go more than 35 ft it's up, can only come out for a brief time each night. He walks
from the keystone of the former gateway. This stone i s now many m i les in search of prey. Seeing a party of tasty humanoid
lying half buried in the ground. If the Guardian takes its total h i t morsels snoozing the night away, he has only one thought in his
points, it will become inactive for 1 5 m i nutes, at which point it
sl uggish brain: a feast ! A sentry or two? No problem. He is armed
will recoalesce from the surrounding earth and attack again, ad
infinitum. I f the keystone is destroyed, the G uardian w i l l
16 The Encounters

with nothing but his large claws and jagged teeth, but they have
always been enough. Obviously, he goes for anyone who is
awake fir t: he may be slow, but he is not a total imbecile. The
Troll's den is 7 miles off into the desert: a shallow cave, it reeks
of carrion and contains many bones both old and new, as well as
3 1 gpo There are no other items of value there. (The NPCs may
try to discourage the PCs from going there at all, as the round
trip will add goodness knows how much time - in actuality,
about 7 hours - to their expedition).
SECOND DAY ENCOUNTERS
B y this time, the PCs are approaching the fortress. No animals
or monsters come this close, but there is a 30% chance ( 7 1 -00)
that there is a pirate guard patrol in the area. The patrol consists
of six pirates and an apprentice who is there as a runner (to bring
news back to the fortress if necessary ). These warriors are m ore
heav ily armored (usually Ch/ 1 3 or 1 4) than the pirates generally
are (heavy armor is tought to swim in, but fine for a land patrol).
If the patrol spots intruders, they will behave as if they are the
guards of the fortress (which they are, after all): " Halt! You are on
the land of Gedron Moonstone. What is your business here?"
They will insist on escorting the party "back" to the road
(whether they came from there or not) and will attack if the group
refuses. If an attack occurs, the 'prentice will run for the fortress
to give warning. The pirates are not very brave and may break
and run if half their number is downed.
As the party gets to within I m i le of the fortress, the chance
of patrol increases to 50% (rolled once per hour). A t this point,
the patrol will shoot first and ask questions later.
4.52 Approach by Sea
This is somewhat easier: the hazards are mainly navigational.
The pirates do not patrol the waters near the harbor, as this would
just draw attention to the cut that is their entrance. The water is Dulo
deep enough to allow small ships to come within 20 ft or so of
the cliffs, but at that point there is a 50% chance (modified by
The best plan is probably to stake out the fortress and see if
the average "Sailing" sk ill of those at the sails and t i ller) that
any ships put o u t or if anyone in the party recognizes anyone
the ship will be dashed against the cliffs ( a +30 Crush attack).
who comes out of the fortress. Gedron and 1 -3 men go riding
(The raiders know the area well enough to avoid this). There is
also a 50% chance (modified as above) that the ship will run every other day, and there is a 50% chance that anyone who lived
through the raid on the Lady Gilwen will recognize him if they
aground on sand bars and an equal chance that it will hit a reef.
Bold adventurers who decide to try swimming to the cliffs must get within SO feet of him. Tahar, if he came along, has a 70%
fight the current (-20 to swimming rolls; swimm ing here is a chance because Gedron came to drink at the Northern Girl twice
Very Hard maneuver) or be dashed against the cl iff (0 1 -60) or this past winter. If the party has been discussing whether Gedron
washed into a cut (6 1 -97) and virtually trapped there, or go under is the raider, Tahar w i l l point out Gedron and ask: "Is that the
and start drowning (98-00) (these same rolls would apply to Laughing Raider? That's Gedron." If the group is atop the cliff
anyone who falls from the ship). Anyone trapped in a cut may try and spots a ship emerging from the cut, they will, of course,
to climb the walls there (another Very Hard maneuver) or fight know where the secret harbor is.
the current out (starts Very Hard and gets worse each minute as If the group wants to climb down the cliffs with ropes (or
the adventurer tires; when it reaches Absurd. the adventurer must . even, Valar preserve us, without ropes), they can explore the cuts
be rescued or he/she starts to drown). more closely and may discover the secret harbor this way. This is
Of course. the adventurer may be washed into the Reavers' Cut risky: i t is a Very Hard operation (adds in Climbing will help, of
if he or she is closest to that one. I n that case, he or she may course, and so will adds i n Rope Mastery) w i th a chance of
attempt to swim to the dory or climb a rope from one of the fal l ing if the adventurer fails h is/her roll. If there is a fal l , the
ships (if they are not out on a raid) or climb the dock. Go to unfortunate takes a Two-Handed Weapon attack + 1 for every 2 feet
Adventure 3 for what such an adventurer might fight in this cut. that he/she falls before hitting the water ( for example, if the
adventurer was 40 ft above the water when he/she fel l , the attack
Unless someone (or the entire boatload) enters the Reavers'
is +20). Then the fallen one must make an Extremely Hard roll to
Cut. nothing will be learned from such a reconnaissance - unless
swim successfully after the unintentional dive. Note that Landing
the pirates are setting out or returning (roll of 86-00)! In that
and Acrobatics can help reduce the effects of rile fal l . Of course,
case. of course. the Bay Eaglet and the Master Seawolf will pursue
even if no one falls, a patrol may discover the party in the
and attempt to capture or destroy the adventurers' vessel.
middle of this delicate operation and cut the ropes!
4.53 At the Fortress When the party has decided that they have indeed discovered
See the accompanying diagram and Adventure 3 (Section 5 .0) the lair of the pirates, they should be discouraged from attempt­
for the details of the fortress and its immediate surroundings. The ing an invasion until after reporting back. The trip back to Sook
ruins of the old lighthouse consist of a complete ground floor, Oda is m uch like the trip to the fortress: use any un used
most of the second floor. and very of the third floor (see plan). encounters (if you have any) if an encounter is called for.
The patrols are supposed to check all three areas but in practice
they rare ly do (9 1 -00 they search above the ground floor). As
above, the chance per hour of encountering a patrol anywhere in
.
thiS area IS 50%. There are also patches of rough, thick vegeta­
tion and rocky outcrops that can offer temporary shelter.
/lItO the Moollstone Fortress 17

5.0 ADV. 3 : I NTO TH E Selnoi h a s t h e red h a i r a n d b l u e eyes common to the U m l i . H i s


fair s k i n h a s been reddened b y sun and wind. and h e no longer

MOONSTONE FO RTR ESS suffers from the heat as he did when he first came south: his good
Constitut ion has helped w i th this. He has a + I 0 handaxe tha t he

Adventure 3 presents the players with the task of entering found in the ruins of h i s tribe's camp, a + 10 target shield. and a
Moonstone Fortress, resc uing Dorien ( i f she has been captured), +5 chain shirt. Hav i ng su ffered a great loss of fam i l y himself. he
and perhaps destroy ing the Laughing Raider and his band. is sensitive to such problems in others. He is not lack ing funds.
having on him 35 gp and two gold bracelets worth 25 gp each.
5.1 Starti ng the Players
If the PCs were invo lved i n Adventure 2 (and possibly Adven­ 5.22 Beregond, a Gondorian Ranger
ture I a, we l l ). they w i l l simply report back to Hal latan, who A country boy from Lossarnach, Beregond was a younger son
will reward them and then try to persuade them to return to the who was not due to inherit any land from his father's small
fortress. If Dorien was k idnapped, he w i l l beg them to go: i n this estate. When a merchant came through, asking for guards for his
case. i f Halm i r i s al ive. he will insist on going, alone if goods on a trip South, the 1 6-year-old lad volunteered at once. He
necessary. Again. vandor will go i f he is around. I f Syron d idn't saw rather more of the world than he could stomach on that trip:
go with them the first t i me around, have him decide to go now, he wasn't home again for 1 8 months. Home seemed very dull after
and consider hav ing one of the 5th-level PCs g i ven below offer that, however, and soon he was off south again. Now 2 1 .
to come along. Th i s w i l l be an advanced adventure: e x tra hea l i ng Beregond has made the trip from M i nas Anor to Umbar and back
and magic, if not brawn. may be very helpful. if not absolutely 3 t i mes. After becoming infatuated with a merchant's daughter
necessary. A l though the PCs have probably gained another level. here in Sook Oda. he left his last job and planned to settle here.
this w i l l make them only 3rd level. and this adventure is more for However, her father had other plans: she was married 2 weeks ago
4th-6th levels. Approaches to the fortress are the same as to a merchant down the coast. Beregond has been trying to drink
Adventure 2. but this time the party w i l l be more aware (we hop� ) his sorrows away ever since. He was crashed out in back of the
of possible dangers. However\ if any of the encounters were not N orthern G irl when Hal latan first came in.
used. you may want to use them now for ex tra "spice." N ot too tall, but very solidly buill. Beregond has sandy hair.
I f the PCs were not involved i n Adventures I and 2, read those blue eyes, and tanned skin. He i s very intense and takes every­
adventures carefu l l y so that you know the c i rcu mstances. In this thing to heart (obviously). In h i s travels. he has picked up a
case, the PCs will be i n the Northern G i r l when the scouting variety of useful gear: a + 1 0 longsword. a + 1 0 compo�ite bow.
party of crew from the Lady G i lwen ( Ha l m i r and vandor) and and a +5 shield. He i s down to hi� last 2 gp and owe� one of
PCs ( Tahar, Yud, and Syron ) arrives to g i ve the i r report. In this those to Sakur for room, board. and bool.e. He needs cash and he
case. Dorien i s defi n itely a prisoner and slave-to-be in the for­ needs to do something to make him forget his lost Abira.
tress. Sakur do' A k i l . the tavern keeper, w i l l supply a summary of 5.23 Caranel, a Gondorian Bard
what has occu rred ( u se material from Adventures I and 2). and
A terrible tomboy and hoyden a� a chi ld. Cml llel wheedled her
Hal latan and Halmir w i l l supply impassioned pleas for adventurers
parents i n to letting her be apprenticed to a m usic ian who l i ved
to assist the grief-stricken Halmir with his quest for his bride. next door to t he i r fine house in Osg i l iath. Thi� master of the
"That rascal m ust have her there in that bloody fortress ! "
harp. a man named Galdor. had played for the Ki ng's court several
storms Hal latan. "That i s , unless he's already sold her south a s a
t i mes. However, he later fe l l on hard times and had not been able
slave! The poor girl. she's hardly more than a child!"
to attract any students for some t i me: he was thus grateful for this
"I'd go i n there alone to save her. i f i t would do a l i c k of
m usically talented child. even though she was female. Caranel
good ' " wails H a l m i r. "Oh. I'm not a rich man yet, c u rse i t . but
became a fine m u sic ian but did not become any more lady like a�
anyone who helps me save her can claim m y last copper! And
she grew older: her parents phi losph ically figured that they had
never lac k for food, drink. or shelter w h i le I l i ve, either - I
been lucky with the i r son and other daughter and shouldn't expect
swear here before witnesesses that anyone who helps me save her
any more. When Caranel went off a-rov ing to seek adventure and
has a share in all my earnings as long as I l i ve ! "
more songs. they gave her the i r blessing. 50 gpo and a + 1 5
Sakur tu rn s to the crowd in h i s common room, h i s dark face
longsword ( wh ich she had learned t o use from her brother).
unusually serious. " Even if you have hearts of stone, consider
Caranel has played her way from Osg i l i ath to Lond Daer to Kas
this: Those pirates have been raiding for several years now. We
Shadou l, gaining here and there patrons who kept her ," court
have all heard stories of the treasures that they have stolen. 1 1 1 -
m u s ician for a brief t ime and sent her on with money and praise.
gotten gains. mark y o u , b u t few of those w h o were robbed would
She was aboard ship from Kas Shadoul to rellirn to Gondor for the
ask to have back what you would surely find in that fortress, if
sum mer when the ship broke its rudder on a reef and had to limp
you were to stop this Laughing Raider and his poxy crew. Wealth
i nto harbor at Sook Oda. Caranel checked into the Northern G i rl
like the old Talaf Maluk had. who turned wood to gold w i th h i s last night and is fac i ng a week-long wait while the ship under­
touch: that's what's in t h a t place. Who w i l l seek this fort une. and
goes repairs in the rather lim ited hlci l ities here.
save this young bride'!"
Caranel is attrac t i ve . w i th warm brown hair that was red when
she was l ittle ( hence her name. " Red Star" ) and ha /.el eyes. Her
5.2 The Player Characters
fair skin i s l ightly tanned and freckled from the southern sun. She
5.21 Selnoi the Wanderer, an Umli Warrior has one truly unusual characteri stic: she can �ee in the dark l i ke
Amroth ( see Section 4.2) may think that he is the southern­ an Elf. Rumor has it that one of her ance�tor� wa� of the Fair
most Noldo Elf. but Selnoi knows that he is the southernmost Fol k . One of her patrons. who l i ked to hunt. gave her a +5
U m l i . His small tribe was destroyed by Snow Tro l l s when he was composite bow as a gift. and she has a platinum ring that gives
1 5 - he only surv i ved because he was away hunting for seals. her x2 spell points per day.
Grief-stricken. he tled into the h i l l s south of his old hunting
grounds and was found. unconscious. by some Dwarves. He was
5.24 Forin , a Dwarf Scout
rai sed by them but. although gratefu l . he didn't like l i v ing Forin was a member of a Dwarven tribe that m i ned and
underground. When he accompanied h i s adoptive uncle on a trip explored the Ered N i mrais. the White Mounta i ns of southern
to bring a shipment of iron ingots to the Grey Havens. he first Gondor. As a young Dwarf. he proved adept at ,potting new
saw and fe l l in love with the sea. He managed to talk his way deposits and l i kely m i ne sites but was not patient with the tasb
onto the crew of an oared ship: too short to row. he beat the time of digging and m i ning and had no aptitude for forg ing and
for the rower, ( who were not slaves but paid free men) and ac ied smith ing. When the local Gondorian lord needed �COlI ! ' and
as cabin boy. S i nce then. he has travelled far and seen much. He explorers for an expedition to h i l l s neat Andra�t. the head of
has just arrived in Sook Oda on a coastal trader from Kas Shadou l . Forin's tribe gave him perm ission to go. He found human
18 The Player Characters

company not a s strange a s he would have thought, and this taste 5.26 Teiglin, a Silvan Mage
of freedom and adventure soured him forever on proper, sober Teiglin is on a Quest - self-imposed, but a quest nonetheless.
Dwarvish activities such as m ining and smithing. He has travel­ As a child in Lothl6rien, she had heard many tales of the
led a good deal since then, often coming along on expeditions to marvellous magical jewels wrought by the Elven-wrights of old.
provides advice on caves and mining and to repair tools and Most were lost over time, through battle or stolen by the Enemy.
weapons. He came to Sook Oda as a ship's smith on the same but there were tales that some of them may have been taken
crippled ship that brought Caranel. south. Teiglin showed great promise as a magician's apprentice,
Forin is of average height for a Dwarf. He has very strong but her progress was not fast enough to suit her: she seeks that
arms and has overcome the typical Dwarv ish fear of water to learn which will make her truly great among magicians. She set out
to swim pretty wel l . His hair is dark brown and his eyes are grey, this spring for Umbar. Her ship, a merchantman out of Edhellond
while his skin is tanned very darkly. He is inquisitive about how called the Prince Imran, has stopped overnight at Sook Oda to
things work and has a cynical manner: he thinks that most folk deliver wine and honey to the Northern G irl and the Three Dia­
are at heart, dull and unadventurous and that he is one of the few monds. The thought of great treasure - maybe even artifacts of
bol d spirits in the world. He is armed for his travels with a + 1 0 the Elves - will grab Teiglin's attention as nothing else could.
mace and a + 1 0 composite bow and wears a +5 chain shirt. Teiglin is lovely to look at, with long wheat-colored hair, blue
5.25 Nail, a Dwarven Animist eyes, and l ightly tanned skin. but her manner is too forceful and
Nali is from the same tribe as Forin ! He had been studying determined to make her attractive to many men (or even to many
healing with a human Animist named Carnes tel who sent him male Elves). She is obsessed with her personal Quest (it is always
south to pick up a shipment of southern healing herbs that in capitals to her ! ) but is too intell igent to allow her obsession
Camestel had ordered last year through a merchant (in previous to endanger her life. She has with her a +5 composite bow that
years, when no Animist had accompanied the herbs, many ' had she uses mainly for hunting when necessary, gold ring that acts a
become damp or otherwise damaged in shipment). Nali met his +2 spell-adding device, and special item made by her aunt. a
kinsman Forin in Kas Shadoul and persuaded him to hire onto the famous Elven craftswoman: a short, lightweight grey robe that
ill-fated ship that is now docked for repairs in Sook Oda. acts as an Elven cloak but also gives her a +25 DB bonus because
Nali is of friendlier disposition than his cousin and is those attempting to strike her will be unable to focus on her.
positively congenial for a Dwarf. He has a good (although rather
5.3 The Non-player Characters
unkind) sense of humor. His blue eyes twinkle above his ash­
brown beard. He has a + I 0 axe that he was given for his defense The NPCs used in this adventure are described in Sections 2.3.
when he left the home caverns and has since received from his 3.3, and 4.3.
teacher a pair of silver bracers that act as a +3 spell-adder (3
total) and a gold ring set with a small ruby that al lows him to
5.4 The Approach to the Fortress
cast CUI Repair I twice a day without expending power points. See Adventure 2 (Section 4.0). The party w i l l probably incl ude
PCs wh o are veterans of Adventure 2 or NPCs who have passed
this way before, so the chance of enounters is less (subtract 20
from encounter rolls).

5.5 The Moonstone Fortress Layouts


The Moonstone Fortress is an outstanding example of castle
architecture and is sti l l impressive, in spite of its slightly
neglected air. The castle is approached from the coastal road by a
small wheelpath, just large enough to take a good-sized cart. This
path runs up to the edge of the dry moat. a ditch that is 10 feet
deep on the path side but more than 30 feet deep immediately
below the castle walls. because the castle sits on a mound. The
ditch is crossed by a bridge of strong timber plated with iron.
which originally extended from below the main gate by a clever
system of wheels, chains, and pulleys. It has been extended for
some 80 years, however, and even though the rains of the
Haradwaith are sparse and infrequent, the mechanism has become
so fouled with dust and rust that the bridge can no longer be
retracted. The Moonstone gleams from above the gate in daylight
and glows with a faint blue light of its own at night.
The outer walls of the fortress are 25 feet high (above the
mound surface). The four corner towers are 40 feet tall to their
stone crenel lations. while their conical wooden roofs add another
15 feet. The two small, D-shaped towers in the m iddle of the
north and south walls are each 30 feet high and are not roofed.
ABOUT ENCOUNTERS
For the convenience of the the gamemaster, the possibilities
of various encounters, day and night, are noted at the end of each
room or area description (the details of the encounters themselves
are in the section after the layout). These are for encounters
during those times when the pirates are not out on a raid and
when there are no guests staying at the makeshift caravan stop. It
is suggested that there be no caravans arriving or staying at any
time when player characters are in the fortress: this is not that
odd, as the stop is not that popular. If the PCs themselves wish
to impersonate a caravan, Ulbor or Dulo will greet them and make
them as comfortable as possible (which is not very) in the
Emuna
Northeast Tower. If the pirates are out on a raid, the "caravan"
The Ground Level 19

OUTER W A R D A N D TOWERS
UPPER LEVELS OF THE GATEHOUSE 4. Outer Ward. Formerly used as a parade ground, where the castle
guards assembled to receive orders and practice their warrior's skills. this
is now a dusty, desolate expanse of cracked paving stones. with weeds
growing between them. It principal use these days is as a makeshift and
uncotn-fortable campground for travellers. DA Y ENCOUNTERS - 0 1 - 1 0:
(L): 1 1 -20: ( M ): 2 1 -30: ( K ): 3 1 -40: (0): 4 1 -00 no one. NIGHT
ENCOUNTERS - 0 1 - 1 0 (L). 1 1 -20 no one.
S. Southeast Tower. Off the entryway is the spiral stairway leading
up, as in the other three towers. However. unlike the others. this stairway
also leads down (to the guardroom ( I ) on the Lower Levels dIagram ). In
addition. a secret passageway leads from this short hallway to the
equivalent entryway of the south side tower ( 1 9). providing a short cut
around the central wall that divides the castle. Gedron and his men do not
know about it. but Numa has recently discovered it and has hidden a small
store of nonperishable food supplies. money (I I gp). a tinderbox with
flint and steel. and two filled watersk ins here in case she ever gets the
FRONT VIEW OF THE
chance to make a break For it. The items. in a baltered leather satchel. are
FORTRESS about halfway down the corridor. The ground floor of the tower itself
contains a heap of extra chains. leg irons, and manacles. An extra copy of
the key that fits all of them is on a hook to the left of the ent ry as the
room is entered. The second level of the tower « 4 1 ) on Upper Levels)
contains extra sailcloth (which is stored here to keep it dry). The third
level (42) is apparently empty. Beneath a loose stone on the floor near
the garderobe (latrine) is a small amulet consisting of a bit of smoky
quartz set in silver, on a silver chain. It will cast a constant "Blur" spell
upon its wearer. The final level (43). the top of the tower. is empty
except for a nest of owls in the rafters of its deteriorating wooden roof.
DA Y ENCOUNTERS - For (S): 0 1 -05 (B): 06- 1 0 ( D): 1 1 -20 (L): 2 1 -00
no one. For ( 4 1 ). 0 1 -05 ( D): 06-07 (E): OR- I O (F). 1 1 - 1 5 (G). 1 6-20 (L).
2 1 -00 no one. For (42) and (43): 0 1 -05 (0): 06-00 empty. NIGHT
ENCOUNTERS - For the secret passage (5'): 0 1 - 1 0: (H): 1 1 -20 no one.
The other four rooms arc empty at night.
6. Northeast Tower. This has the same layout as (S). In this case.
the ground floor has been furnished with an old wooden table and some
benches, a water barrel with a dipper. and a few greasy leather-covered
cushions to make a semblance of a parlor for the more important guests
who use the makeshift caravan stop. The second level (44) has fou r
wooden beds with lumpy. flea-infested straw mallresses and a set of rickety
shelves. The third level (4S) contains eight verminous straw mallresses
UPPER LEVELS OF THE STABLES
on the floor. The top level (46) has a couple of old chairs under the
wooden roof for those who wish to take some air. DAY ENCOUNTERS -
will be put off with lies about illness in the castle (if they insist, For all four rooms: 0 I - tO ( K ) : 1 1 - 1 3 (0): 1 4- 1 8 (P): 1 9-00 no one.
the pirates will allow them to fi l l their water flasks and barrels). NIGHT ENCOUNTERS: no one.
If the pes sneak in when there is a raid underway, all encoun­
GUA RDHOUSE
ters with Zokhad, Gedron, and three out of the fou r captains are
7. Entryway to Guardhouse. Behind a sturdy oaken door (4 inches
negated (roll to see who's been left in c harge: 0 1 -25 U l bor, 26- thick and capable of being barred from the inside and locked with a lock
50 Kaldir, 5 1 -75 Ingar, 76-00 Dulo). Numa and Sofan are more that has a 1 5 bonus vs. picking) is a short corridor. Just before the end.
likely to be wandering around, looking for secret exits, at such where the corridor turns, a portcullis can be lowered. This one is still
times. Emuna is always wandering around, no matter who's there. operat ional. although it made a horrible screech the last time some of
At night, there is a 95% chance that any bedroom is occupied Gedron's cUllhroat pirate sailors tried it. DA Y AND NIGHT ENCOUNTERS
- 0 1 -05 (L): 06-00 no one.
by its inhabitant. If the room has more than one occupant (espec­
ial ly in the case of dormitory-type rooms), it is certain to be 8. Corridor. After the doors to rooms ( 1 0). ( 1 1 ). and ( 1 2) is a door
occupied by at least one of them. leading through the central dividing wall of the complex to the kitchen.
allowing servants to bring food directly to the guards' messroom ( 1 3).
GATEHOUSE The next door leads to a latrine. Finally, a flight of stairs leads to the
I. Main Gates. The outer doors are of 6-inch-thick oak, imported from upper level. ENCOUNTERS - same as (7).
the north, and they are faced with iron plates on the outside. They are 9. Guardroom. A series of peepholes allows observation of whoever
opened at dawn and closed at dusk, making quite a racket because the might be in the entryway (7). On the peephole wall. near the door. is the
hinges are not kept well oiled. It used to be possible to drop portculli at lever that operates the portcullis. ENCOUNTERS - same as (8).
two points along the passage in. but their mechanisms have gone the way
1 0. Bedroom. Two of the most skillful (3rd level) pirate crew members
of those of the bridge. The inner gates are of lesser timber and are only 4
sleep here. They each have a bed with a wooden frame and straw mattress.
inches thick, but they are also faced with iron plates. The upper level
as well as a small (unlocked) chest. Both chests arc filled with tunics.
((39) on upper level diagram) is reached by a stairway in (2) and features
trousers. and underclothes in varying states of repair. One pirate keeps his
braziers for heating huge pots of sand, which can then be poured upon
valuables ( 1 7 gp and a pair of loaded dice) in one of several mi smatched
unwanted visitors in the passage below (victims receive the equivalent of old seaboots under the bed: the other has his (27 gp and a silver brooch
a +50 fireball attack). The roof (40) provides a lookout post for worth 5 gp that he plans to give to some girl) in his mattress. near the
observing the path to the castle and cover (behind crenellations) for firing foot of the bed. DA Y ENCOUNTERS - 01 -05 (L): 06-00 no one. NIGIIT
at allackers there. DA Y AND NIGHT ENCOUNTERS - In (39): 0 1 -95 (L), ENCOUNTERS - see note about bedrooms.
96-00 nothing PLUS 0 1 - 1 5 (0). 1 6-30 (G), 3 1 -00 no one else.
I I. Bedroom. Basically same arrangement and personnel as ( 1 0). One
2 and 3. Gate Guardrooms. From these rooms on each side of the pirate keeps his 66 gp (he's lucky at dice) and two doses of kalom (a
entry passage, defenders can shoot at intruders in the passage (through
hallucinatory herb. in the form of a grey powder) in a tiny blue glass
two arrow loops) or at others outside (through an additional eight loops,
flask under a loose stone under his chest. The kalom will. if smoked (there
four on each side). The stairway to the upper level is located in (2). Both
is a pipe on the chest). cause the user to hallucinate wildly within 1 0
rooms are reached from the outer ward (4) and have outer doors that can
minutes. The effect lasts for 5 t o 1 5 hours and leaves the user with a
be barred from inside but not locked. The mechanisms for the defunct
horrible hangover (-20 to all actions) for 6- 1 0 more hours. The other
portculli are easy to find on the wall of (3) near the arrow loop: they
pirate. more plebeian in his vices, has 23 gp in an empty pOllery wine
look functional to anyone who is not an expert at such things. DA Y AND flask, mixed in with three empties and two fu ll flasks under hIS bed. The
NIGHT ENCOUNTERS - Either room : 0 1 -50 (L), 5 1 -00 empty.
wine is terrible but not poisonous. ALL ENCOUNTERS - same as ( 1 0).
20 The Ground Level

MOONSTONE FORTRESS GROUND LEVEL

20
Wa ll Height: 25'
Corner Towers: 40'
M id-wall Towers: 30' 10
Gatehow,e: 30'
5

o
The Ground Level 21

12. Bedroom. Again, basically the same as ( 10). One pirate keeps his table and walls. The next level (54) is their bedroom, with its own
2 1 gp and a boo k of luridly dirty poetry under the filthy tunics i n his latrine. Down the latrine (25 ft) is a mouldering leather pouch containing
chest. The other keeps his paltry 9 gp and a beautiful set of six tiny 5 gp and an earring that allows the wearer to hear things at a distance (as
knives (balanced for throwing or juggling, made of steel with black a Long Ear spell: "Essence Perceptions" list). It was thrown there during a
enamel work patterns on the grips) in a cracked and useless chamberpot disagreement as to whose it was, and no one is inclined to retrieve it.
under his bed. ALL ENCOUNTERS - same as ( 10). Otherwise, the feisty lads keep their small amounts of cash and other
13. The Guards' Mess. The pirates use this for its original purpose, treasure (an assortment of crooked dice, copper and silver coins, and brass
but even the hardbitten guards who used to eat here would be a bit ashamed armbands) on them at all times. They have straw mattresses and one
of its filthy condition. A couple of scrawny dogs often lounge about here, communal clothes chest. The next level (55) is empty but for rude
waiting for the next bone to hit the floor. The wooden table is carved remarks scrawled on the walls. The top level (56) has three rope
with graffiti in several languages and crude cartoons of officers and girls. hammocks and a swing hanging pecariously from the rafters of its wooden
The stools are all pretty rickety and occasionally deposit diners onto the roof. DA Y ENCOUNTERS - for ( 17): 0 1 -25 (0), 26-27 (G), 28-00 no
stone floor amid the crumbs. DA Y ENCOUNTERS - 0 1 -20: (M), 2 1 -00 no one; for (54): 0 1 -25 (0); 26-00 no one; for (55): 0 1 -20 (0); 2 1 -00 no
one. NIGHT ENCOUNTERS - empty. one; (56) 0 1 - 1 5 (0); 1 6-20 (D); 2 1 -25 (G); 26-00 no one. NIGHT
ENCOUNTERS - for ( 1 7): 0 1 - 1 0 (P); 1 1 -00 no one; for (54): see note
STABLES AND SURROUNDINGS
about bedrooms; for (55): empty: for (56): 0 1 -30: (L), 3 1 -35 (P), 36-00
14. Stable Ward. This area used to be an exercise area for horses. The no one.
surface is hard-packed earth that used to be regularly swept and weeded;
needless to say, it is beginning to resemble a meadow, especially near the UPPER LEVELS OF THE
leaking water trough. A stairway leads up to the wall walk. DA Y
ENCOUNTERS - 0 1 - 1 0 (C) with horse: 1 1 - 1 2 (I); 1 3-20 (K): 2 1 -25 (L);
MID-WALL TOWERS
26-30 (0): 3 1 -00 no one. NIGHT ENCOUNTERS - 0 1 -05 (L): 06-00 no
one.
IS. North Tower. The floor of the first level is nearly knee-deep in
empty grain sacks from the stables. A few coils of rope are scattered abour
(three 50-ft lengths, two 30-ft lengths). The upper level (SO) features a
corridor ( A ) and a room ( B ) in which Sofan has set up an impromptu
laboratory. The door to the room is locked ( - 1 0 to pick). In it, on a
battered wooden table, are several flasks of alchemical substances (aqua
vitae, strong vinegar, gall, quicksi lver, sulfur granules, and so on), a tiny
brazier ( charcoal is in a large, cracked jar near the door), two mortars with
pestles, abstruse glassware, three small crucibles, stirring rods of glass
and porcelain, a large claw that Sofan thinks is a Dragon's (actually, it's
from a giant polar bear), a human sku ll, a Hobbit's skul l (from which
Sofan hopes to make a homunculus), a pretty but useless silver wand
(worth 5 gp), and a battered tome entitled (in Haradaic) " Wisdom and
Formulae of the Most Learned Kalik do 'Altir, Magician to Prince Yashar
of Sook Asni." The only intact formulae are for a potion to restore the
manly powers of an elderly man, a salve to increase the appearance of any
mortal, and a lotion to allow the user to leave no trace of his or her
passing. Only the last formula will work, and its ingredients include dust
of clear laen ( a magical glass), hair of an albino woman, and oil rendered
from the fat of a black leopard. The ceiling of the room is covered with
smoke stains. The top level (51) is reached by a ladder from ( A ) and
includes a small wooden shelter with a bench in it (e), as well as an open
area that allows access to a wall walk. DA Y ENCOUNTERS - for ( 1 5): 0 1 -
05 (K); 06- 1 0 (0); 1 1 - 1 5 (I): 1 6-00 no one; for (SO): 0 1 -25 (I); 26-00 no
one; for ( 5 1 ) 0 1 - 1 0 (I): 1 1 -20 (0); 2 1 -30 (P); 3 1 -00 no one. NIGHT
ENCOUNTERS - for (SO): 0 1 -05 (I); 06- 1 5 (P); 1 6-00 no one; for ( 5 1 ):
empty.
16. Stables. There are nine stalls, all occupied. Four contain strong but
mediocre horses (for those interested, a large 8-yr-old bay mare, a
smallish 1 0-yr-old piebald gelding, a 5-yr-old dun gelding, and a huge,
bad-tempered 9-yr-old liver chestnut mare). Two contain strong but very
stubborn grey mules ( both geldings). The other three contain Gedron's two
good riding horses ( a large 5-yr-old dappled grey stallion and a smaller 8-
yr-old bay gelding) and Zokhad's 7-yr-old black mare, which he almost U PPER LEVELS OF THE GUARDHOUSE
never rides. The westernmost and last stall contains brushes, hoofpicks, AND THE SERVANTS' HALL
harness, and saddles and has a steep stairway leading to the upper level.
This contains a room (52), originally for the grooms, where the three
male castle slaves sleep. They are 1 4 , 32, and 59 years old. The 32-year­ INNER WARD AND KITCHEN BLOCK
old is definitely slow-witted, and the others were born slaves and are 18, Inner Ward. This area used to be planted with grass and flowers but
resigned to their lot. They sleep on mattresses of straw that are in better is now a sea of weeds. Three small fruit trees (lemon, orange, and apricot)
shape than most in the castle, for they have access to fresh straw and still grow, although rather wildly, as they haven't been pruned in decades.
change their bedding regularly (why not? they don't have much else to do They rarely bear fruit. A well is located near the laundry!bath block (20-
in their spare time). Except for some spare clothing hung on pegs on the 22). Near the kitchen block, a stairway leads up to the wall walk. DAY
walls and a set of dice, they have no other possessions. The remainder of ENCOUNTERS - 0 1 -03 (e), 04-05 (D), 06 (F), 07- 1 0 (G), 1 1 - 1 2 ( H ). 1 3-
the floor (53) is a hayloft filled with (what else?) hay and straw. A few 1 5 (I), 1 6-25 (J), 26-27 (L), 28-30 (0), 3 1 -35 (P), 36-00 no one. NIGHT
sacks of grain are piled near the stairs. DA Y ENCOUNTERS - for ( 16): ENCOUNTERS - 0 1 -05 (L): 06- 1 0 (P): 1 1 -00 no one.
0 1 -05 (C), 06- 1 5 : (K), 1 6-20 (L), 2 1 -00 no one: for (52): 0 1 -05 (K), 06- 19. South Tower. The ground floor is an impromptu rubbish heap,
00 no one: for (53): 0 1 -05 (K), 06- 1 0 (0), 1 1 -00 no one. NIGHT popular with flies and rats and hence with the castle's seven mangy cats.
ENCOUNTERS - for ( 16) empty: for (52): see note about bedrooms: for
Bones, fruit pits and rinds, clam and oyster shells, burned bread crusts,
(53): empty. cheese rinds, rags, and simi lar garbage are piled up to 4 ft high. The upper
17. Northwest Tower. The ground floor is furnished with a few level (62) serves primarily as a cattery and smells like it (although most
cushions and a rickety low table from one of the parlors in the big house. of the cats seem to perceive the basic purpose of the latrine, they often
It is used by the five cabin boys who sleep upstairs. These pirate miss). The top level (63) is unused and is a popular roost for the local
apprentices regard the room as their private club, but since the only crows. DA Y ENCOUNTERS - for ( 19): 0 1 - 1 0 0), 1 1 - 1 5 ( K), 1 6-00 no
person that they can snub by keeping out of it is the 1 4-year-old one; for (62) and (63): no one. NIGHT ENCOUNTERS - or all three
slaveboy (he's the only other person near their age in the place), they rooms: no one but lots of rats and cats.
don't get much satisfaction out of this pastime. Juvenile graffiti mars the
22 The Ground Level

20. Laundry. This room. located ncar the well, contains a large copper· will result. I n the other box is the Earring of Yanina: this silver stud sct
lined boiler for heating water and two stone sinks and some wooden with turquoise allows the user to understand any human language as if it
buckets for washing clothes. It has not been used very much lately. A were his own. The user cannot speak the language, however. It may be
small bucket of crude soap is on the counter between the two sinks. (20') used Ilday for 5 minutes.
is a latrine that was used for emptying out chamberpots from the main Leaving Emuna's room: The top level (66) is rather nicely fumished
house. A bucket for water to rinse the pots is a comer. DA Y ENCOUNT· with a couple of light wooden couches with relatively Glean cushions. a
ERS - 0 1 · 1 5 (J), 1 6·00 no one. NIGHT ENCOUNTERS - no one. tiny table, and two hanging oil lamps suspended from the wooden roof
21 and 22. Uaths. Water must be heated in the laundry and carried here rafters. DAY ENCOUNTERS - for (23): 01 ·02 ( D), 03·04 (G), 05· 1 0 (L).
in buckets. Numa. Gedron. Zokhad, and a few others use the large, tile· 1 1 ·00 no one: for (64): 01 (D), 02·05 (G), 06· 1 0 (L), I I · (K) no one: for
lined tubs from time to time. DAY ENCOUNTERS - for each bath: 0 1 ·02 (65): 0 1 · 1 5 (P), 1 6·20 ( I ) and (P): 2 1 ·00 no one: for (66): 0 1 · 1 0 (e). I I ·
(B), 03·04 (C), 05 (0). 06 (E), 07 (Fl, 08 (G), 09· 1 0 (H), 1 1 · 1 5 (J), 1 6 20 (H), 2 1 ·30 (C) + ( H ): 3 1 -40 (P), 4 1 ·00 no one. NIGIIT ENC()UN'IFRS
(N), 1 7 (P), 1 8·00 no one. NIG/IT ENCOUNTERS - no one. for (23) and (64): no one: for (65): sec note about bedrooms, but
23. Southwest Tower. Some of the heavier and less valuable loot Emuna often (25%) wanders at night: for (66): 0 1 ·05 (H), 06· 1 0 (C) +
from the "stolen" caravans and travellers is stored here. Because of this. (H), 1 1 ·30 (P): 3 1 ·00 no one.
the door is locked (· 1 0). Stacked on the Ooor are ingots of copper (50 24. Kitchen Entry and Stairhall. The door of the kitchen block
wonh 8 gp each, weighing about 50 Ibs each), small barrels of olive oil can be barred from the inside. A stairway on the right as the building is
( 1 0 wonh 5 gp each, weighing about 40 Ibs each and holding about 5 entered leads to the upper level. To the left, an open arehway leads into
gallons each), 20 seal skins (wonh 3 gp each), and four large coils of the kitchen itself. In the hal lway's dead end arc 3 brooms, 2 mops. and a
tarred rope for ships ( 1 00 ft per coil). Upper level (64) is being used as a couple of old leaky wooden buckets. DAY ENCOUNTERS - 0 1 ·05 (J). 06·
timber store: rough planks and small logs are stacked against the walls 10 (K), 1 1 · 1 5 (N), 1 6·00 no one. NIGIIT ENCOUNTERS - no one.
and a rough tool kit in a wooden carrying box is near the door (it 25. Kitchen. Rather grimy, but not as bad as it might be. The pirates'
contains two sizes of hammer, a small saw. three wedges, a box of large cook is an actual professional. kidnapped from a tavern in Sook Oda, and
nails, three large wood files, a wood rasp, and an adze). tries (in vain) to keep things tidy. There arc three fireplaces (one with a
The next level (65) is Emuna's room. The door has a magical trap on bread oven built into it) equipped with pothooks and racks for spits. A
it: when the latch is touched, the person who has touched it will "hear" a large wooden work table is in the center of the room, its top scarred with
tiny voice say: "This is a lock of power. 00 not meddle with it." If it is cuts from knives and cleavers and stained with food juices. Shelves and
touched again by the same person, or if the person remains in contact work counters line the walls, filled and covered with spice bottles, mixing
with it for more than 30 seconds, a curse will be cast on them. This curse bowls, pots, pans, griddles. spoons, ladles, meat forks. knives, and other
causes the affected individual to be clumsy, subtracting 50 from all static cooking ingredients and paraphernalia. Strings of dried chilis, heads of
maneuvers (opening locks, woodcarving, etc.) and 30 from all moving garlic, and other spices hang from the ceiling. All in all, this may be the
maneuvers until the curse is removed. This cursed lock, a form of magic best place in the castle. A doorway leads to the servants' hall, and a
unique to the Haradrim, attacks at Ivl 8. Otherwise, the door is locked at . stairway leads down to the scullery in the cellar. DAY ENCOUNTERS -
10. Inside, it can be seen that Emuna is a traditional Haradan: She scoms 0 1 ·25 (1), 26-35 (K), 36-40 (I), 4 1 ·00 no one PLUS 0 1 ·85 (N), R6·90 (P),
a bed, sleeping instead on a padded mat on the Ooor. The mat is rolled up 9 1 ·00 no one. NIGfIT ENCOUNTERS - 0 1 · 1 0 (N) (in the early moming
during the day. and the blankets arc hung on hooks along the walls to air hours, to bake bread), 1 1 · 1 5 (L) (getting a snack), 1 6·20 (P) (doing the
out. Emuna is fastidious in her own way, and things in the room are same), 2 1 ·00 no one.
arranged precisely. A Haradan rug in overly·bri lliant shades of green and 26. Servants' Hall. The slaves eat and pass time here. There is
violet is in the exact center of the Ooor. Two blue leather cushions are ar· nothing but the wooden table and six stools, under a hanging oil lamp.
ranged on each side of a low table to the left of the entryway. On the DAY ENCOUNTERS - 0 1 ·30 (1), 3 1 ·55 (K), 56·70 (N), 7 1 ·00 no one.
table are a brass tray, a half :-u l l wine Oask, and two small ceramic wine NIGIIT ENCOUNTERS - no one.
cups.
On the wall across from this arrangement is a shelf with three small (9 UPPER LEVELS OF CORNER TOWERS
in. x 7 in. x 4 in.) wooden boxes on it. All are locked ( · 1 0). The first
(from the left), when opened, emits a Stun Cloud. When the second is
opened, a large black Oy, 8 inches in length, zooms out to attack
whoever opened the box. The Oy attacks as a one·handed slashing weapon
(it has a razor·sharp proboscis) with a bonus of +30. Its armor type is
leather and its DB is 40 due to its small size and quickness. It will attack
until it takes full damage (35 points). at which point it turns into a tiny
wooden carving of a Oy, I inch in length. Note that the box is pan of the
magic here: the Oy must be replaced in the box to reactivate and will only
attack whoever opens the box. Each time this device is used, there is a
1 0% chance that the Oy will become useless after it is deactivated.
The third box contains Emuna's jewels; ( I ) a gold ring set with a pale
yellow transparent jargoon (wonh 15 gp): (2) a silver bracelet set with 1 4
onyx squares ( I gp): ( 3 ) a pair o f silver earrings set with orange sard ( I
gp the pair): (4) a silver ring set with a green dernantoid garnet (50 gp):
(5) a copper brooch set with red coral and pinkish carnelian ( 7 gp): (6) a
gold bracelet set with 8 pale green transparent peridots (40 gp): (7) a
bron7.e bracelet set with golden·brown transparent citrines (7 gp): (8) a
silver chain with dangling drops of transparent red jacinth (25 gp): (9) a
collar of tiny gold coins (80 gp): a comb of carved ivory (8 sp): ( 1 0) a
copper bracelet set with a large piece of blue· green chrysocolla and 1 6
tiny bits of gold·necked brown sunstone (3 gp): and a polished steel
mirror 4 inches in diameter in a bronze frame studded with red coral (3
gp). When Emuna is awake, she will be wearing from 3 to 6 of the jewelry
items (01 ·25: three items: 26·50: four: 5 1 ·75: five: 76·00: six: she will
wear bracelets andlor necklaces, Roll I to 1 0 for which items).
A locked ( · 1 5 ) wooden chest is on the Ooor below the shelf. When the
chest is opened by any means other than the proper key (which is behind
a loose stone near the room's doorframe), a cloud of noxious gas Oows
out, making all within the room cough and choke uncontrollably for 2· 1 2
minutes and causing 5· 1 5 points of damage from irritated skin and lungs.
Anyone who fails to resist a level 4 attack vs constitution will also suffer
from reduced vision (50% of normal) for 5· 1 5 hours due to eye
inOammation. In the chest arc many gaudy, embroidered Haradan robes.
Under a false panel in the bottom are two small wooden boxes and a soft
leather purse. In the purse are 34 gpo One box holds 5 tiny ( 1 .5 inches
long, 1/8 inch in diameter) glass ampules of a reddish liquid. I f one is
broken, a gas cloud of the type that came out when the chest was opened
The Great House 23

GREAT HOUSE damaged or even destroyed bodily organ. at the cost of giving the patient
27. Entryway. The doors are good, thick oak, and can be locked (- 1 0) a loathsome skin disease that reduces appearance 10 90% of its original -
and barred from the inside. They are flanked by two narrow windows that the disease must be cured magically; (4) 4 doses concentrated aloe juice:
shed some light onto the cracked black and red tiles of the floor. DA Y doubles healing rate for minor burns and cuts; (5) I dose winclamit (in the
ENCOUNTERS - 01 (B), 02 (C), 03 (D), 04 (E), 05 (F), 06 (G), 07 (H). form of the shreds of the fruit, preserved in white brandy): heals 3-300
08 (I). 09- 1 2 (l). I I (L), 1 2 (P), 1 3-00 no one. NIGHT ENCOUNTERS - points damage; (6) 7 doses ebur: entirely repairs any Qne sprain; (7) 1 0
01 (H), 02 (L), 03 (P), 04-00 no one. doses preserved extract of vinuk: relieves 1 - 1 0 rounds of stun effects; (8)
28. Great Hall. Gedron, Zokhad, and whomever they favor dine in this 5 doses bursthelas preserve: repairs any one shattered bone - two doses
room, which still has ghostly remnants of its former grandeur. The floor repairs a shattered joint; (9) 8 doses augmented thurl concentrate: cures 5-
tiles arc blue with silver flecks, the walls are hung with plain, tattered 1 0 points of damage; ( 1 0) 3 doses powdered gefnul: heals 1 00 points of
blue drapes (there used 10 be silk tapestries), and the table is magnificent, damage; ( I I ) 2 doses essence of tamas: repairs any one damaged bodily
with not one set of initials carved in its slightly scratched surface. The organ; ( 1 2) 20 suranie berries: each relieves I round of stun effects; ( 1 3 ) 8
chairs are black oak from the north, cushioned with somewhat moth-eaten doses tincture of melandar: adds 1 0 to resistance rolls against disease for I -
blue wool pillows. A huge bronze oil lamp hangs on chains from the 1 0 days; ( 1 4) 5 doses culkas ointment: heals u p t o 1 0 square feet o f burns;
ceiling. DA Y ENCOUNTERS - 0 1 - 1 5 (A), 1 6-25 (l), 26-00 no one. ( I S) 2 doses grariig liquor: heals 30 points of damage; ( 1 6) 4 doses
NIGHT ENCOUNTERS - no one.
arpsusar concentrate: heals any one damaged muscle or small group of
muscles; ( 1 7) 2 doses liquid kaamal ( poison ): gives 20-40 points damage
29. Stairhall. Dusty parquet flooring. Shelves in the corners used to
internally - if RR is failed by 20 or more. victim will be unable to
hold objects of artistic interest. On the top shelf of the set nearest the
digest solid food until stomach is healed by spell or drug and will be in
stairs is a tiny ivory statuette of a coiled snake, nearly buried in dust.
constant pain (-20 to all actions); if failure is less. same effect for 1 -4
This item. when held and gently stroked. will turn into a real snake, white
days or until healed as above; ( 1 8) 4 doses harfy tincture: immediately and
and 6 inches long. that can crawl into tiny crevices and under doors and
fully stops bleeding of any one wound of up to 5 points per round; ( 1 9)
allows the user to see through its eyes. It can see in the dark like an Elf.
1 0 doses atigax eyewash: protects eyes from intense light or glare. allows
but as it is on the floor. its viewpoint is rather l i mited. It returns to its
sight despite sudden or blinding light. and lasts 9 hours; (20) 5 doses
ivory form 10 minutes later. wherever it is. The user can direct its'
edram powder: heals any one broken (not shattered) bone.
movements while it is in motion. It can be used four more times before it
crumbles to dust. DAY ENCOUNTERS - 01 (B). 02 (C). 03 (D). 04 (E). Note that there is no key or gu idebook to these vials: any person with
05 (F). 06 (G). 07 ( H ), 08 (I). 09- 1 2 (1). I I (L). 1 2 (P). 1 3-00 no one. training in drug and herb use (for example, an animist) has a 5% chance
NIGHT ENCOUNTERS - 0 1 (H). 02 (L). 03 (P). 04-00 no one.
per level plus any intuition bonus to determine which drug is which. The
30. Office . . The door is locked (-20) and Zokhad always carries the only
two drawers of the desk are unlocked: the left one contains a flat wooden
case in which are a v ariety of fine steel surgical instruments, such as
key with him. He comes here to examine documents that he has stolen (he
scalpels. probes. and suturing needles, plus 1 00 ft of fine gut thread for
usually then burns them in a small bra7.ier that stands in one corner). In
sutures. Th) right-hand drawer contains a small blue leather pouch that
the bottom drawer of the desk is a carved wooden box. I ft x 9 inches x 4
holds 29 gp and the chain with golden jade apples that was in Hallatan's
inches. in which Zokhad has placed two scrolls describing him and
safe. Sofan's chest contains clothing and, at the very bottom, a tiny
offering 500 gp reward for his capture and return alive to Umbar or 400 gp
statuette of an elephant, in onyx. It is not magic but was given to Sofan
for his head. The box is locked (- 1 5 to open) and trapped with a tiny
by his older brother when Sofan was 8 years old. He considers it his luck
needle coated with the poison legga (gives I to 100 hits of concussion
damage as the flesh around the wound is damaged). DA Y ENCOUNTERS -
charm and treasures it even though he has not had much luck in life. DAY
ENCOUNTERS - 0 1 -05 (I), 06- 1 0 (l), 1 1 - 1 5 (P). 1 6-20 no one. NIGHT
01 -05 (B). 06-00 no one. NIGHT ENCOUNTERS - no one.
ENCOUNTERS - see note about bedrooms.
31. Storeroom. Light comes in dimly from shafts in the walls.
36. Dulo's Bedroom. Again, an upper servant's room. Dulo has a bed
Contains two extra chairs for the Great Hall (28) (no cushions), three
and two chests. no desk. The room is fairly tidy. except for wood chips
huge brass platters (3 feet in diameter). and five I -quart flasks of oil for
and shavings here and there. Dulo carves and whittles in his spare time:
the lamps. DA Y ENCOUNTERS - 0 1 -05 (l). 06-00 no one. NIGHT
ENCOUNTERS - no one.
there are little wooden figurines everywhere. people. animals. abstract
designs, and wooden chains, each link separate (some truly greedy
32. Parlor. The lighting here is basically the same as in (31 ) but is
adventurer might be able to sell them for about a silver piece each: there
supplemented by a single hanging lamp (there used to be three of them;
are 1 6 of them). On the wall are hung the following: an elephant-hide
the hooks for the other two are still in the ceiling). The couches have
shield, painted and embossed (target size); a flail; a very rusty light
been removed to the top of the southwest tower (23). but there is still a
crossbow; and a + I S handaxe. which is heavily engraved with Dwarven
moth-eaten rug. two huge leather cushions to use as seats. and three tiny
runes. Dulo does not use an axe. does not know that this one is magic,
tables inlaid with ivory stars and little m irrors. ALL ENCOUNTERS -
and took it as his share of some loot because he admired the engrav ing.
same as ( 3 1 ) .
The unlocked chest contains clothing and several extra-nice pieces of
33. Hallway. ALL ENCOUNTERS - same a s (27).
wood (rosewood and apple). The locked (-20) chest contains a shirt of
34. Private Dining Room. This is now the pirates' infirmary. Two chain mail (SZ 40), a bottle of extra-good weapon oil (protects swords and
beds of fairly good quality have been carried in from rooms in the towers such even in very damp conditions). and underneath it all, a soft leather
(the rest were burned for firewood or recycled elsewhere). and a small table purse containing 5 7 gpo DAY ENCOUNTERS - 0 1 -05 (G), 06- 1 0 (l), 1 1 -
with one chair provides Sofan a place to mix medicines. The room is lit 00 no one. NIGHT ENCOUNTERS - see note about bedrooms.
by a brass lamp that hangs from the ceiling. There is also a small lamp
37. Ingar's Bedroom. As Dulo's room, but messier. Wine flasks in
on the table. ALL ENCOUNTERS - 0 1 - 1 0 (L) as a patient. 1 1 -20 (I). 2 1 -
various states of emptiness and fullness lie about. There are five full
23 (P). 24-00 n o one.
flasks in plain sight. and three more under the clothes in one chest. One
35. Sofan's Bedroom. This was formerly the room of an important of the flasks in the chest (with its stopper sealed with wax and a labcl. in
servant. perhaps the butler. It now contains Sofan's bed, his clothes Haradaic, saying "extra") acts as a potion, inducing a feeling of
chest, and a desk with chair. The room is tidy. except for scattered scrolls intoxicating well-being that is real. for it supplies + I 0 to all physical
and books everywhere. Some contain wild tales of heroic adventure in the actions for half an hour. There is enough special wine for 6 doses in the
north and south. some contain recipes (Sofan gets along well with the bottle. In the locked (-20% to open) chest is a leather jerkin covering two
Cook), and some contain healing lore. much of it wildly wrong. The one soft black leather pouches containing 50 gp each, three silver armrings
worthwhile scroll describes healing herbs of the Haradwaith and includes a worth 10 gp each. and a tiny leather-covered box containing the Ring of
good recipe for the drug that the H aradrim call Adit i'Raf. or the Friend of B lood Mastery. This gold ring, set with a deep red garnet, allows up to 1 0
the Physician: it heals 5- 1 5 points of concussion damage and relieves up points o f Blood Ways (Animist) spells t o be thrown per day: for example,
to 3 rounds' worth of stun effects. Concocted of mirenna berries and a one 9th Ivl spell and one I st. or two 3rds and a 4th. etc. Ingar most
local herb called lavri. it can be made with sugar into the form of tablets certamly does not know what the ring is; he just thinks that it looks
that can be easily carried and keep for up to a year. In addition. on Sofan's
valuable and plans to sell it some day, or trade it to another captain for
desk there is a small, locked casket (-20 to open). Inside are 20 little some item he wants more. DA Y ENCOUNTERS - 0 1 -05 (F). 06- 1 0 (l). 1 1 -
green glass vials. numbered in Haradaic. 00 no one. NIGHT ENCOUNTERS - see note about bedrooms.
Their contents are as follows: (vial I ) 4 doses of siriena lotion:
preserves an amount of organic material up to the size of a body - say.
225 Ibs - for up to I week; (2) 3 doses dagmathur extract: entirely heals
one area of damaged cartilage; (3) 2 doses of siran: totally restores one
24 The Upper Levels

38. Library. The walls of this room are covered with scrolls and 49. Dormitory. Like (48). Possessions include 1 4 gp under a crudely
bookcases, mostly empty. The remaining pieces of literature consist of made false bottom in one chest. 8 gp in an old shoe pushed into a comer
heroic tales (many of them have spent some time in Sofan's hands), maps under a bed. 5 gp in a mattress, and 10 gp and an armlet of bronze with
of the area and nautical charts likewise. and histories of Umbar and the coral studs (worth 3 gp) wrapped in some dirty underwear in the bottom of
North. which Zokhad peruses upon occasion. The secret passage to the another chest. ALL ENCOUNTERS - Same as (48).
lower levels is accessed from one of the lower bookcases: if one of the 50-51 - Upper Levels of the North Tower. See ( IS).
carved ivory flowers set into its front panel Uust below the top) is 52-53. Upper Levels of the Stables. See ( 16).
pressed. the bookcase can be pushed in like a door, revealing a low
54-56. Upper Levels of the Northwest Tower. See ( 1 7).
opening (3.5 ft high). This leads to a stairway whose ceiling, once past
57. Hallway. A latrine is located off of it, near the top of the stairs .
the first few steps. is of normal height. Gedron, never fond of his father
ALL ENCOUNTERS - 01 -05 (J). 06- 1 0 (N), 1 1 -00 no one.
and vice versa, never learned of this passage. Sofan and Zokhad have both
discovered it and told no one. each for his own reasons. Zokhad knows 58. Bedroom. The cook shares this room with the most intell igent of
where it leads; Sofan did not dare explore it. DAY ENCOUNTERS - 0 1 -05 the other female slaves. They would have nothing but their straw
(B), 06- 1 0 (E). 1 1 -25 (I). 26-30 (1), 3 1 -35 (P). 36-00 no one. NIGHT mallresses and the clothing hanging from the hooks on the walls, but one
ENCOUNTERS - 01 -05 (I). 06- 1 0 (P), 1 1 -00 no one. pirate with a sweet tooth has given Cook 32 coppers for candies at
various times (she hides it in the comer of her mattress) and the other girl
is prelly enough to have allracted attentions and 7 silver bangles (worth
1 0 sp each) from Ulbor and Kaldir. DAY ENCOUNTERS - 0 1 -05 (J). 06-
10 (N), 1 1 -00 no one. NIGHT ENCOUNTERS - see note about bedrooms.
UPPER LEVELS 59. Bedroom. Two more female slaves. They have nothing between
OF THE GREAT HOUSE them but one tiny flask of cheap perfume and a string of blue glass beads.
DAY ENCOUNTERS - 0 1 -05 (J), 06-00 no one. NIGHT ENCOUNTERS
- see note about bedrooms.
60. Bedroom. Same as (59), but one of them has a silk scarf sewn with
silver thread (too grimy to be worth anything) and the other has swiped 5
sp and I gp from her "boyfriends" (the money is hidden in an old, cracked
flower vase in one comer). ALL ENCOUNTERS - same as (59).
61- Bedroom. Same as (59). One girl has an ivory-and-ebony draughts
board (like checkers) and some copper and iron coins to use as counters:
she has won 38 coppers from some of the pirates with this. The other has
a tiny cosmetic kit with pots of rouge and kohl and lillie brushes, as well
as a necklace of jet beads. ALL ENCOUNTERS - same as (59).
62-63. Upper Levels of the South Tower. See ( 1 9).
64·66. Upper Level of the Southwest Tower. See (23).

UPPER LEVEL OF THE GREAT HOUSE


67. Stairhall. Light coming in through arrow loop windows shows up
the dust on the parquet floor. (A) is a latrine that is not used now: having
no shaft, it used to contain a chamber pot that had to be emptied
regularly. The residents now make use of pots in their own rooms and
have the slaves empty them. The door can be locked from the inside. ALL
ENCOUNTERS - same as (27).
68. Kaldir's Room, This used to be a family member's room, of
perhaps a child or grandparent. Kaldir is obsessively neat and explodes
with rage if anyone touches his possessions. He supervises the slaves in
their cleaning once a week and tidies it himself otherwise. His bed is
neatly made, with red blankets and one firm pillow. One unlocked chest
'
contains new or neatly mended clothing. Some of the nautical charts from
the l ibrary are spread on his desk. The desk's two drawers are both locked.
The left-hand one is - 1 0 to open and contains several stolen gold seal­
rings (from both northern and southern dignitaries), a crude allempt (in
bronze) at a seal-ring of his own (with the sign of a winged dagger), ink­
cakes, an ink pot, quil ls, a pen knife, parchment, sand for removing
THE UPPER LEVELS errors. and several perfectly terrible heroic poems about Kaldir's own
39-40. Upper Levels of Gatehouse. See ( I ). exploits, wrillen in a bold hand. The right-hand drawer is locked at -20
41-43. Upper Levels of the Southeast Tower. See (5). and contains 30 gp and assorted change in a wooden cash box with a
44-46. Upper Levels of the Northeast Tower. See (6). latch; a soft green leather bag containing 5 unset fire opals, worth 25 gp
47. Hallway. The area near the stairs used to be used as a sort of lounge each; and a small copper idol of Kessem, the god of magic, with his eyes
area for the common guards to hang out away from their officers. The and kilt made of red-flecked green bloodstone (worth 2 gp). Hanging on
more junior pirates do the same, so several greasy leather cushions and the wall is an ornate but fairly useless composite bow, with a grip of
various dice. wine bottles. and drug pipes lie about. Scores of dice games ivory flanked by bands of gold and black and gold tassels of silk thread at
are chalked on the stone walls. along with crude comments and each end. A matching quiver has six +5 arrows. DAY ENCOUNTERS - 0 1 -
illustrations. DAY ENCOUNTERS - 0 1 -05 (L); 06-20 (M); 2 1 -30 no one. 08 (E), 09-00 n o one. NIGHT ENCOUNTERS - see note about bedrooms.
NIGHT ENCOUNTERS - 0 1 -05 (L); 06-00 no one. 69. Storeroom. Its many wide shelves now contain only a few
48. Dormitory. Four junior (2nd-level) pirates sleep here on beds like blankets and linen sheets. DAY ENCOUNTERS - 0 1 -05 (J), 06-00 no
those in the bedroom s below. Their small clothes chests contain a smaller one. NIGHT ENCOUNTERS - no one.
but equally uninteresting variety of garments. Possessions of the pirate 70. Zokhad's Room. This used to be the nursery. Zokhad has
lads include 1 3 gp in one mattress, 1 9 gp behind a loose stone in the wall furnished it in barbaric splendor: the wooden floor is nearly invisible
near the door, 7 gp and 2 silver bangles worth I gp each in a niche above under red and black woolen rugs from Umbar and a huge black bearskin
a window, and 3 gp in a mousehole in the wall with the windows. DA Y from the north. The cedarwood bed, assembled from pieces found in a
ENCOUNTERS - 0 1 -05 (L); 06- 1 0 (M); 1 1 -20 no one. NIGHT ENCOUNT­ caravan wagon, has hangings of black silk, sewn to order in Kas Shadoul.
ERS - see note about bedrooms. It is spread with a coverlet of black mink pelts: totally unnecessary in
this hot climate, even at night, but very expensive (worth 1 00 gp). In the
base of the bedframe is a secret panel, which (when pushed in) reveals a
secret compartment containing a lillie wooden box with tiny vials of the
blade venom Karfar (kills by nervous system failure in 2- 1 2 rounds), the
poison antidote refure (3 doses each), and a pargen berry (Iifegiving if
pressed upon the tongue of a preserved or life-kept body within 4 days of
death). Also in the compartment is a black silk bag containing 20 huge
( 1 /2 in. diameter) black pearls (worth 25 gp each).
The Upper Levels 25

The walls are hung with two black steel headsman's axes (a "memento
mori" from Zokhad to himself) and a well-worn whip with a grip of carved
ivory that is used to punish erring pirates (greater but less elegant whips
are used on the galley slaves by the pirates themselves). Two ornately
carved chests of walnut wood, stained black, contain bedding and
clothing. On the desk are several volumes on the history of Umbar and
the H aradwaith; a chess board of fine leather over wood, with pieces or
onyx and white marble; and a small applewood casket that is bound in
brass studded with red coral and locked ( - 1 5 ) : it contains 25 gp, 2 gold
annrings with onyx panels ( worth 25 gp each). and a ring or mithril and
gold, set wilh a huge star sapphire (worth 200 gp). The desk drawers are
un locked and contain writing tools, ink-cakes, and a written evaluation of
each of the captains in frank tenns, records of the takes rrom expeditions,
and the number of slaves available down below. Anyone who handles the
records will find that the areas of skin that have touched the parchment are
turning bright blue. The color cannot be washed orf, but fades in 2-4 days.
In the southeast comer of the room. under one or the black chests (and
the rug beneath that), is a secret panel that flips up to reveal a capacious
secret compartment. The panel is trapped: a small dart shoots out. smeared
with the Karfar. The compartment contains the horn that Hallatan
described: 250 gp in 50 gp sacks: a white porcelain flask of the clear
liquid that smells acrid (it is simmoll, the chemical that Zokhad used on
the records: it gets brushed on and left to dry, leaving no trace. but will
interact with the oils in Human, Dwarf, or Hobbit skin to have the effect
described above - it doesn't work on Elves ! ): two large, soft camelhair
brushes; a rune of Loll!: Door ( 1 00 ft); a map of the secret passage from
the library (unlabelled: just a diagram ); a rune of Speed III : a ring of
keys (keys to ALL the doors on the lower and secret harbor levels): and
the Box of the Generous Friend. This 6-in. cubical cedarwood box has the
power of duplication. Any inanimate, unaltered ( for example. by heat -
cutting is O K ), nonmagical object placed in it will be duplicated entirely
after being left in the closed box for 5 minutes. Thus one apple becomes
two, one egg becomes a pair, etc. It takes I charge to duplicate vegetable
matter, 2 for animal matter, and 5 for m i neral matter. There are 74 charges
left. An item can only be duplicated once, and only one item can be
duplicated at a time (two figs will not become four). Note that herbs are
not considered magical in this instance. Cu rrently in the box are two
pargen berries. DAY ENCOUNTERS - 0 1 - 1 0 ( B ), 1 1 - 1 5 ( J ), 1 6-00 no
one. NIGHT ENCOUNTE-RS - see note about bedrooms.
7 1 . Ulbor's Room_ Orginally as Kaldir's. U lbor's room has a relaxed Numa
sloppiness: it is cleaned regularly, and he throws the bed together, but
things are out of place frequently. It contains a bed, two chests, and a
comfortable chair. Hanging on the wall is a fine oud ( like a lute), which clear glass: and tiny ceramic pols of kohl. rouge. malachite eyeshadow,
Ulbor plays in his spare time (he plays pretty well and sings acceptably), and henna paste, wilh brushes. On one wall is hung a leopard �kin.
as well as a display of fou r I -handed broadswords (one is +5) and IWO flanked with two pairs of crossed spears. There arc Ihree chesls: IWO are
scimitars that he took from opponents in early raids, before there were unlocked, and contain Gedron's and Nurmi's clolhing ( i n hers arc 5 silken
enough lesser crew members to do such dangerous things. A partially scarves in rainbow colors, embroidered wilh gold. silver. ano tiny gems.
emptied and restoppered wine flask usually stands on a small table by the worth 2 gp each). The third is locked ( -20) and I rapped (a "D" electricity
chair, along with a silver cup (worth 2 gp). One chest is unlocked and critical from the lock, magically delivered): it holds 1 50 gp in three
filled with elean but comfortably worn clothing. The other is locked (-20). leather sacks of 50 gp each: a golden goblel sCI with pearls and plaques of
It contains 30 gp in a leal her sack: a lovely belt or black lealher, with a lapis lazuli ( worth 20 gp): an armring or gold and silver set wilh peridol
gold buckle sludded with green lounnalines (someone unversed in gem lore (clear, pale green slones}(wonh 45 gp): another imming or gold SCI with a
would Ihink Ihal Ihey were somewhal pale emeralds) ( worth 50 gp) - large piece or chalcedony (a bluish-while stone wilh Ihin. branching
Ulbor never wears it because iI's "100 rancy" bUI he admires il: a cloak or brown lines in i t ) surrounded by liny carved bits or malaehile (green.
heavy silk brocade, dark green wilh silver (worth 1 0 gp); a purse of soft opaq ue) and amethyst ( worth 85 gp): a ring of plalinum SCI wilh a large
doeskin with gold beads sewn into it (worth 5 gp), conlaining 1 0 large, green Demantoid garnet ( 75 gp); and a belt or blue lealher wilh a buckle
uncut rubies (worth 1 0 gp each): and a rancy flask or iridescent purple or copper set wilh plaques of sardonyx ( reddish-brown and while slripes).
glass, containing a potion or heat resistance (3 doses, protects user from There is a deep closet in the northeast corner of Ihe room : it contains
nalural heat up to 200"F, adds 20 to R R vs heat spells or 20 10 DB vs IWO long silk robes (one red and gold brocade, one blue shot with melallic
elemental fire attacks). DAY ENCOUNTERS - 0 1 -05 ( D ), 06- 1 0 (1), 1 1 -00 silver Ihreads: worth 3 gp each) and a cloak of heavy dark brown silk
no one. NIGHT ENCOUNTERS - sec note about bedrooms. satin with white fox rur trim ( worth 6 gp). The closet is lined wilh cedar.
72. Gedron and Numa's Sitting Room. Furnished with a small. but even so. there are a few mOlhs. The walls of Ihe room are panelled
elaborately inlaid table with two chairs cushioned in green wool: a green­ with a silvery wood rrom Ihe far south: one panel (-20 10 delecl) pushes
cushioned seUee of carved fruit wood: green and gold rugs: and a inward to reveal a secret compartmelll, the size of a large closet. II has
comrortable annchair with blue-and-green striped cushions. Numa shelves thai are mostly stacked wilh black mink pells ( 1 2 pells worth 1 2
exorcises some or her rrustralions by keeping the place tidy. The white­ gp each ) , red rox skins ( 4 pells al 4 gp each). and onc while bearskin
and-green striped curtains are a little moth ealen, even so. The table ( worth 50 gp). Under one Slack or m ink skins is a small box ( 3-in. cube)
usually has a bowl of rruit, a wine flask, and IWO silver cups (2 gp each) of silver inlaid with gold wire filigree ( ilself worth 40 gp) containing a
on it. DAY ENCOUNTERS - 0 1 -05 (C), 06-20 ( H ), 2 1 -30 (C) + ( H ), 3 1 - ring of gold encrusted with tiny pearls: the Ring or the Yelll-Rukha. This
35 (1), 36-00 no one. NIGHT ENCOUNTERS - 0 1 -02 (C), 03-04 ( H ), OS­ ring allows the wearer to operate underwater as if it were his or her natural
lO (C) + (H), 1 1 -00 no one. environment: breathing, seeing. and moving appropriately. II is usable
73_ Gedron and Numa's Bedroom. The cedarwood bed has white but once per rull moon and allows said aClions ror 1 2 hours. During this
hangings shot with green and silver: their age shows. A small dressing time, the wearer can brealhe eiC. only with difriculty OUI of waler. The
table holds a silver mirror rramed in silver and gold riligree with tiny Yem-Rukhim are said (by the Haradri m ) to be a race or undersea
pearls (worth 10 gp); an ivory-inlaid ebony box (worth 5 gp) filled with h umanoids. Gedron suspects that Ihe ring is magical bUI does nOI know
12 bangles of gold and silver, set with semiprecious stones and glass what it does. DA Y ENCOUNTERS - 0 1 -05 (C), 1 1 -20 ( H) , 2 1 -25 (C) +
(average worth: 7 sp) and one good set of earrings, gold with pink pearls, (H), 26-30 (1), 3 1 -00 no one. NIGHT ENCOUNTERS - see note about
worth 1 2 gp the pair; three small bottles or perfume, in red, green, and bedrooms.
26 The Lower Levels

LOWER LEVELS OF THE MOONSTONE FORTRESS in (76c) and has been treated as the other two slave girls. DAY
ENCOUNTERS (ill additioll to the two slm'es alld Dorien) - 0 1 -03 (B), 04-
74. Prison Anteroom. This is accessed from the spiral staircase in
the Southeast Tower « 5) on main diagram). It contains a desk with a 10 (L), 1 1 -20 (I) in cell (76a), 2 1 -24 (P), 25-00 no one.
chair. in which a guard was always seated in the old days. Recently, it has 77. Corridor to Secret Harbor. The door is locked (-20), but the
been only sporadically manned. Behind the desk are a ring of keys on a key is on the ring behind the desk in (74). Immediately beyond the door,
hook (for the cells in (76) and the doors to (77) and some doors to around a comer, is a flight of I I stairs: the fifth and sixth stairs from the
rooms on the Secret Harbor level: (0), (N), (I)-(M)) and four levers, top are of very thin wood and will collapse under a weight of 90 or more
arranged in a square. The first (the top left-hand comer of the square) drops Ibs, throwing the person who steps on them into a �O-ft-deep pit floored
an iron door hidden in the ceiling across the entry to the staircase with jagged rocks (a 2-handed weapon attack with an bonus of 30 plus
(reversing the lever will raise it). The second (top right-hand) opens the another 10 for every 50 Ibs of the victim's body weight - cnicals for
door to (76). The third (Iowcr left) opens the door to (75). The founh this are crush - plus three I -handed slashing attacks with the slImc add).
(lower right) rings a loud bell behind a grill, high up on the outer wall of The wood is crudely painted to resemble stone, and in this dim light. a PC
the tower. It can be heard all over the complex. It has accidentally been must state that he/she is examining the stairs to even have a chance of
rung from time to time, so the pirates know what it is (on the other hand, noticing that something is amiss (at which point a Perception roll of 80
if it's during the hours that they are active, they may think nothing of it or better, including add, will detect the false stairs). At the Three Ways,
but "What an idiot ! ) . DAY ENCOUNTERS - 0 1 -90 (L), 9 1 -00 no one COrrIdor (e) leads down to the secret harbor. Corridor (b) ends, after a
PLUS 0 1 -02 (B), 03-04 (D), 05-06 (G). 07-08 (P), 09-00 no one. NIGHT flight of stairs, in a "chimney" into the rock. This opening is 4 ft in
ENCOUNTERS - 01 -80 (L), 8 1 -83 (P), 84-00 no one. diameter. Anyone coming down (b) with a perception roll of less than 50
75. Armory. Almost all the useful items have been removed. The arrnor­ (bonus included) will fall down the hole, taking three 2-handed weapon
cleaning machine (a large barrel of oily sand, suspended so that it can be attacks as above but with only the weight-adjusted add. When the victim
tumed with a huge crank) is still there, as is a huge standing whetstone stops rolling, he/she will have dropped and rolled a total of 50 ft
for sharpen ing blades. On racks on the walls are two spears and a + 1 0 venically and 60 ft horizontally: he/she will be in a gradually sloping
warhammcr that n o one can use very well, a s well as two +5 Elvish tunnel no more than 3 ft in height, which eventually ends in another,
longbows that are too hard to draw for any of the pirates to bother with much steeper chimney. This drops some 70 ft straight down to come out
them. DAY ENCOUNTERS - 0 1 -02 (D), 03-05 (G), 06- 1 0 (L), I I (P), 1 2- through the 20-ft-high ceiling of slave cell ( M ) on the secret harbor
00 no one. NIGIIT ENCOUNTERS - 0 1 -05 (L). 06-00 no one. level. Corridor (e) runs down a flight of stairs and then tums abruptly.
Just before thiS bend is a weight-sensitive spot in the floor (trigger = 1 00
76. Prison, The cells (76a-76d) are usually empty, as the captives
used as galley slaves go straight to the large cells below and the pirates Ibs) that triggers heavy crossbows hidden in the walls, causing two +40
missile attacks each at 3, 4.5, and 6 ft above the floor. Around the comer
are usually punishcd by flogging (Zokhad wields the whip) in the Inner
is a dead end. DAY ENCOUNTERS (Note that the pirates are illstrueted to
Ward. Sofan is occasionally incarcerated here by Zokhad, who terrifies
walk dowll the stairs to jllst short of the traps ill (b) alld (c) so that all
him with descriptions of tonures and leaves him here ovemight as a
three ways are eq/lally tral'elled) - 01 (B), 02 (C), 03 (D), 04 (E), 05 (F),
punishment for having a big mouth. Once or twice, pirates who have
06 (G), 07- 1 0 (L), 1 1-12 (0), 1 3- 1 5 (P), 1 6-00 no one. NIGHT
gotten very drunk off duty have been left here. Finally , "luxury" slaves
ENCOUNTERS - 0 1 -03 (L), 04-05 (P), 06-00 no one.
(such as. dancers, musicians, cooks, etc.) are kept here until they are sold.
Currently, two pretty Kirani slave girls are in (76d), awaiting sale in the 78. Secret Doorways. These are reached by pulling on the hooks of
large pon of Kas Shadoul. So that their looks will not go "off," they have one of the empty spear racks in (75), which activates a mechanism that
been given mattresses, blankets, adequate food, and the chance to wash up causes a slab of the wall to pivot open. The dust is thick and undisturbed
from time to time. Their names are Amadika and Immi. Dorien is on the floor. NO ENCOUNTERS.

To (R) on the Secret Harbor Layout

. . .

CHIMNEY PIT AND TUNNEL

LOWER LEVELS

<$>
- ----

0 5 " " " " �.�.wabl


The Secret Harbor 27

79. Secret Corridors. These join the three parts of the underground item at high speed. Note that items of great power will not be analyzed
complex - the prison area. the scullery/pantry area. and the secret very well by this method. as they possess enough power and "will" to
council room - together. The dust is thick and undisturbed on the floors. resist); and a huge bronze jar. enamelled in swirling patterns of red and
At the spot marked T on the diagram is a pressure-sensitive floor plate blue, that is big enough to hide a Hobbit in. NO ENCOUNTERS.
(trigger = 1 00 Ibs) that causes a Wall of Fire to erupt from the floor at the
spot marked XXX. This fire will bum for 30 minutes and then go out by SECRET H A RBOR LEVEL
itself. The trap automatically resets. Also. see ( 8 1 ) . NO ENCOUNTERS. A . Deadend Cut. The tide splashes in here dangerously. and caught in
80. Scullery/Pantry. The stairway leads back up to the kitchen « 25) the rocks is a good deal of flotsam. Fifteen feet above the high tide level
on Main Diagram) . This area has its own well, which flows into a basin is a cavelet, one of several. This particular one. in spite of its
to the right and ahead of the stairs. Nearby are wooden and stone sinks. unpreposessing appearance (the entry is a mere 3 ft high), leads to a
The wastewater can be let out through drains into crevices in the floor and narrow (5 ft diameter) tunnel, which in tum leads to an opening in (G),
then into the sea. A larger boiler allows water to be heated for washing high up, in the shadows near the ceiling (50 ft above the floor of that
dishes and pots. Empty buckets nearby provide a place for garbage. cavern). Syron noticed these cavelets when he hid from the pirates but
Shelves and bins hold supplies. including flour, meal, dried beans and will not press the issue, as he knows that many such openings peter out
peas, fresh and dried fruits and vegetables. salted and dried meats, spices. into dead ends. NO ENCOUNTERS.
salt. herbs (culinary, not medical). essences of roses and mint for soft B. Deadend Cut. Nothing but debris and flotsam. Caught among the
drinks, honey. sugar. oil for cook ing and lamps, kindling. homemade debris is a somewhat battered gold and silver footed serving dish (like a
soap. fine sand for scrubbing pots and pans. towels and dishrags. string. compote), set with garnets and morion (grey and transparent) around the
and lightweight rope (about I OO-lb test). Barrels hold wine, cruder oil. and rim. Lost in a shipwreck, it catches the light on sunny days and even in
beer. Fi rewood is stacked on low racks to keep air circulating around it. its current condition is worth 60 gpo NO ENCOUNTERS.
DAY ENCOUNTERS - 0 1 -50 (1). 5 1 -00 no one PLUS 0 1 -40 (N). 4 1 -00 C. Reavers' Cut. The entrance to the secret harbor. At the end near
no one. NIGHT ENCOUNTERS - 0 1 -05 (N) in the early morning hours, (E), a spiked chain can be fastened across just below the waterline to
getting baking supplies. 06-07 (P) but not if (N) is there. 08-00 no one. catch unwanted ships that attempt to enter (+50 Ship Impact AttaCk). The
81. Cold Room. A natural spring flowing around this room keeps it pirates must row out to fasten and unfasten the chain: it is very heavy and
cool (approx. 45"F). Meats and dairy products are stored here: sides of awkward, and the little dory ( rowboat) frequently capsizes (" Very Hard"
beef, whole plucked chickens and geese, baskets of eggs. cheeses, jars of Moving Maneuver). DAY ENCOUNTERS - 01 -05 the Bay Eaglet, 06- 1 0
yogurt and kefir (like thin yogurt. used for making beverages), and whole Master Seawolf. 1 1 -00 no one. NIGHT ENCOUNTERS - 01 -02 Bay
but gutted lambs hang from hooks in the ceiling or rest in niches carved Eaglet, 03-04 Master Seawolf, 05-00 no one.
into the rock. One niche hold flasks of wine and nonalcoholic beverages D. Deadend Cut. Just uninteresting flotsam .NO ENCOUNTERS.
that are being cooled. ALL ENCOUNTERS - same as (80). E. Secret Harbor. Maximum depth in the center in 50 ft: minimum at
82. Wine Cellar. The door is locked ( - 1 0): Cook has the key (slave or spring low tide is 40 ft. A stone jelly with posts and rings for tying up
not. she's the boss in this small area. Besides. none of the pirates wants boats and ships extends from the entrance to corridor (Fl. Two dories
to be bothered except for the drunks. like Ingar). The racks are definitely with their oars shipped are usually tied up near the inside end of the jelly.
not full. but there are about 45 bottles of wine. There are four lantern The Bay Eaglet gets made fast at the end, while the Master Seawolf is
hooks around the walls: if one of them is twisted. a click can be heard anchored in the center and unloads by dory and by a hook attached to a
behind one of the racks. and that rack can then be pulled forward. cable that runs through eyes in the cavern roof and ends up near the entry
revealing a secret entrance to corridor (79). If the secret door is closed of (F), where it is tied up to a ring sunk into the floor. This apparatus can
(after being opened) without twisting the hook back to its original hold up to 300 Ibs safely: the first eye is slowly working loose, and
position. the ceiling immediately outside the door will fall in. causing 1 -4 every 1 0 Ibs over 300 adds another 5% to the chance (5%) of its coming
2-handed weapon attacks +50 on anyone in that 5 x 1 0 ft area and out entirely, causing whatever is on the hook to fall into the harbor (or
strewing the floor knee-deep in stony rubble. DAY ENCOUNTERS - O l ­ onto a person or vessel). DAY ENCOUNTERS - 0 1 -60 (M) on both
IO (N). 1 1 -00 no one. NIGHT ENCOUNTERS - no one. ships, 6 1 -70 (L) in dory, 7 1 -00 no one. NIGHT ENCOUNTERS - 0 1 - 1 0
83. Secret Stairway. This is the stairway from the library «38) on (L) on both ships, J J - 00 n o one.
the Main Diagram). DA Y ENCOUNTERS 0 1 -02 (B). 03-00 no one. F. Corridor. It slants steeply up and is often damp and slippery
NIGHT ENCOUNTERS - no one. (running without falling is a " Hard" Moving Maneuver). DAY ENCOUNT­
84. Secret Council Room. The door is locked (-20). This room ERS - 0 1 -90 (L). 9 1 -00 no one. NIGHT ENCOUNTERS - 0 1 -75 (L). 76-
contains a large mahogany table and eight matching chairs. The walls are 00 no one.
hung with mouldering hangings woven with a stylized pattern of waves in G. Cavern. This is entirely natural. Tall pil lars of stone reach up to the
shades of blue. On one wall is a diagram of the secret harbor. on ceiling: stalagmites and stalactites reach up and down. A small stream runs
parchment. in a frame. An empty bronze lamp hangs above the table. The out of one wall as a l ittle waterfall and runs out again through a tiny
dust is deep on the floor: Zokhad's footprints are clearly visible; he culvert in the opposite wall. Hooks on the wall support lanterns: two are
debated sweeping up but decided that his footprints would not be any more lit at all times, but they make more shadows than light. When cargo is
revealing than no dust at all. However, he did decide to cut his being unloaded, 10 lanterns are lit, providing adequate but dim light. Up
investigation short because of it. Faintly visible on the walls behind the near the ceiling, a small opening leads to the tunnel to cut (A). DAY
hangings (not visible in bad light) are two secret doors: to corridor (79) ENCOUNTERS - 0 1 (A), 02 (B), 03 (C), 04-05 (D). 06 (E). 07 (Fl. 08-09
and to the vault (85). The secret doors are pivoting slabs: the pivots are (G), 1 0- 1 5 (L), 1 6-20 (M), 2 1 -22 (0), 23-25 (P), 26-00 no one. NIGHT
iron and rusty, so that they will shriek if turned. However, the sound will ENCOUNTERS - 0 1 -25 (L), 26-27 (P), 28-00 no one.
not carry far in this rock. ALL ENCOUNTERS - same as (83). H. Store Room. The latest large items of cargo are stored here. The
85. Vault. When the slab is pivoted, a crystal vial will break open, door is locked (-20). It currently holds a stack of Dwarven steel sword
causing a caustic yellow gas to flow out into the room. This poison blanks (roughly shaped sword blades. no hilts: worth 2 gp each because of
causes 2-20 points damage and if a RR vs. a Ivl 6 attack is failed. causes the quality of the steel); a small stack of gold ingots (5 of them. each
unconsciousness for 2-8 hours. The vial may be removed (a Very Hard about the size of a brick: weigh 55 Ibs and are worth about 800 gp each:
maneuver) if the trap is detected. The dust inside the vault is thick on the this is what Zokhad is going to use to buy a new ship): five small casks
floor. Gedron never knew about this. either, but his predecessors did: Dad of wine from Belfalas (worth about 5 gp each): 1 0 oxhides ( for making
and Grandpa sold off most of the castle's treasures years ago. What boots and shields; worth 2 gp each): 20 I -qt flasks of almond oil (worth I
remains is odd and esoteric or unusable by Haradrim notions: a flat gp each); 1 0 wooden crates of apples ( rare here: each crate holds 30
wooden case. 2 in. x 8 in. x 4 in .. containing a pair of grey leather apples and is worth 3 gp); 8 large cheeses in wax (worth 4 sp each;
gloves (the Gloves of Lord Lightfingers. a Master Thief of Asni Oat: they headed for the fortress kitchen); and a bale of fine woolen cloaks wrapped
adjust to fit any wearer and add 10 to manipulatory skills, such as picking in canvas (25 cloaks in red, green, brown, and blue, worth I gp each).
locks or pockets); a silver mirror in a bronze frame (the Mirror of DAY ENCOUNTERS - 0 1 -02 (D), 03-04 (E), 05- 1 0 (L), 1 1 -00 no one.
Marreth: This can only be used by one whose intelligence and intuition NIGHT ENCOUNTERS - none.
are both above 75. Then, if the user lays a hand upon some item and I. Anteroom to Galley Slave Prison. Racks on the wall hold chains.
gazes the mirror, he or she will see an image from the item's past. If, in leg irons, manacles, and whips. All these confinements have the same
addition, the total of the user's intelligence. intuition. and level i s 1 90 or key: all the captains have a copy, and a spare hangs just inside the door
above. the mirror can be directed to show more specific scenes (for into (N) as well as with some more pieces of prison ironmongery stored
example, the item's creation) or to scroll through the entire history of the up in the ground level of the Southeast Tower « 5) on the Main Diagram).
28 The Secret Harbor Layout

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0' 25' 50' 75'

THE SECRET HARBOR


The Encounters 29

A vast fireplace (its smoke goes out through crevices and can sometimes
be smelled outside. on the eliff top) is constantly going. cooking two
5.6 The Encou nters
cauldrons filled with grain-and-Ientil porridge. to which is sometimes A. The High Command
added dried meat. fru it. or bruised vegetables. Water barrels stand nearby. Gedron, Zokhad, and their four captains are talking together,
The slaves share a large number of wooden cups and bowls in various but at the intrusion, they whip around to stare, outraged, and draw
states of rot (they pour the porridge directly into their mouths. having no
their weapons ( i f seated, they rise to do this: takes I round).
spoons). Each cellful of slaves gets the opponunity to wash once a week.
Zokhad shouts for reinforcements: "AII hands! Intruders ! " Gedron
in a barrelful of heated water: few of them care. DAY ENCOUNTERS - 0 1 -
90 (L). 9 1 -00 n o one PLUS 0 1 -02 ( 8 ). 03 (E). 04-05 ( M ). 06-00 n o one. and Kaldir surge forward immediately, each determined to slay the
NIGHT ENCOUNTERS - 01 -40 (L). 4 1 -00 no one. trespassers. U lbor and Dulo are more cautious, while Ingar is
J to M. Slave Cells. There are about 30 slaves in each large cell. They frankly waiting for an excuse to cut out.
are dressed in loincloths and have wild. shaggy hair and beards: they are If reinforcements do not arrive within a round (check all nearby
linked into gangs of 10 by chains attached to their leg irons. They are rooms for encounters (L) or ( M), if applicable), Zokhad will
mostly peasant Haradrim (50%). Gondorian sailors (30%), poor Corsairs attempt to organize his protege and his men to disable and
( 1 0%), and Kirani (8%), with a couple of Nonhmen, Easterlings. and
capture all the strangers. rather than k i l l them, If there is any
Variags thrown in. Latrine pits are in the comers of the cells. and piles of
success in this (ranging from all the party being disabled to only
filthy straw and old cloaks and blankets supplement the slaves' own body
heat for warmth, but it is cold and dank. Many of them have bad coughs: one being disabled and the rest flee ing). the treatment of the
they last an average of a year after capture. Needless to say. they stink. captured member(s) w i l l depend on what they look like: all w i l l
Their attitudes range from apathetic to smoulderingly wrathful: open anger b e questioned, b u t strong, tough-looking PCs will be p u t in w i th
is punished quickly by the whip, even to the point of death, or by even the galley slaves and good-looking or unusual ones (nonhumans
worse punishments as an example to the rest. In the shadows of the or any blonds or redheads) will be kept in the prison (76) for
ceiling of cell ( M ) is an opening 3 ft in diameter that connects to the resale as slaves, while any ordinary types may well be tortured
chimney tunnel from the prison level. NO ENCOUNTERS except with the
until they are rescued or kil led. The interrogation w i l l take place
slaves.
in the armory (75) and will last, on and off, for 10 10 30 hours.
N. Stairway. The door is locked (- 1 5) and can be barred from inside the
stairway. An extra key to the chains etc. in ( I ) and on the slaves hangs
Roll a crush, slash, or bum critical on the victim every 5 hours.
from a hook just inside the doorway: easy to miss unless you look. If two or more of the H igh Command are kil led or disabled.
Directly opposite the entrance to ( G ) is a doorway leading to a latrine. they w i l l retreat. either w i ldly ( i f Zokhad is among the disabled)
Along the shon corridor to the latrine is a lever. When it is down, the or in an organized manner (if he is still up).
trap at the foot of the stairs is inactivated. When it is up, the trap is on.
B. Zokhad
This trap is a weight-sensitive spot in the floor (trigger = 1 00 Ibs) that
triggers heavy crossbows hidden in the walls. causing twO +40 missile Zokhad eyes the intruders coldly: he despises them a l l and is
attacks each at 3, 4.5, and 6 ft above the floor. The door at the top is sure that there is some way to get out of this mess. He does not
also locked ( - 1 0) . . ALL ENCOUNTERS - same as (77). m ind being considered a coward for a few minutes. so if he is not
O. Crossway. Four doors. all locked at - 1 0, lead out. All are identical, sure of nearby reinforcements (check surrounding rooms: if
with no indication of what is behind them. In the comers of the room, anyone is there, he probably - 90% - knows about it), he will
near the ceiling. a statuettes of the odd deep-sea fish called the ocean try to slip away ( through a window, a secret door, or whatever). If
sunfish. This fish is believed in Haradan mythology to be the servant of there is help nearby, he w i l l shout for it and attempt to gain
Malikiam, god of the sea (all Haradan and anyone who has dealt
time: by throwing furniture at one PC and attacking the next, for
extensively with Haradan sai lors would know this). When the room is
entered, the fish will call softly "Whom do you serve?" The proper answer
instance. If held at arrow point, he w i l l lecture the PCs loudly,
is "Malikiam" (or any phrase in Haradaic that contains his name). If the hoping that his men will hear: "If you leave now, you may yet
proper reply is not fonhcoming, all the doors become impossible to open escape - although I doubt i t ! " Zokhad is very dangerous, not
except for that into (P). All the pirates know what to answer. The fish, least because he never gives up. Even in bed or in the bath, he
obviously, are magical. ALL ENCOUNTERS - same as (77). has his weapons near to hand.
P. Purification Room. This circular room has a domed ceiling, like a
C. Gedron
beehive, and is tiled all over in pale blue and green tiles that glitter and
shimmer like seawater. In the center is a basin, empty. big enough to Gedron grins: what fool s these intruders are! The joy of battle
bathe in. In the old days. it was filled with seawater for worshippers of is upon him: as long as N um a is not there, he will launch himself
the sea god to wash in before devotions (the water was drained off and straight at the strongest- looking PC, laughing his terrible, mani­
refil led afterward). Tiled benches are around the walls; four niches used to acal laugh. This laugh will summon others in the fortress, if they
hold robes and towels. At the back of one niche are three levers: the one are within earshot: any of the other pirates will call for aid and
on the left will release the doors from the crossway (0) to the corridors come themselves, while the slaves and Numa w i l l run for help
and rooms beyond; the one in the center will cause the fish to wail: and
(Numa doesn't know what else to do: i f she is found standing by
the one on the right diarrns the trap at the bottom of the stairs (N). If a
w h i l e her master is being attacked, she will be killed herself).
lever is up, it is "off': thus the door lever and fish levers are always up
these days, but the trap lever may be up or down, depending on the status Even if no help arrives, Gedron will fight until killed or subdued.
of the trap (since there is another lever that controls the trap: see (N)). If Numa is about, he will send her to safety, even if the only
DAY ENCOUNTERS - 01 -05 (0). 06- 1 0 (G), 1 1 -20 (L), 2 1 -25 ( M ), 26-00 refuge is behind some furniture. Then he will proceed as above.
no one. NIGHT ENCOUNTERS - none.
D. UIbor
Q. Temple of Malikiam, the Sea God. Lined in green-grey marble,
The captain eyes the strangers uneasily: what is going on?
this quaner-spherical room always smells and sounds like the sea, for
secret flues lead to the cliffs JUSt above the water. At the end of the room What would Zokhad want his captain to do? Ulbor w i l l certainly
opposite the door is a bronze statue of Malikiam, depicted as a stem man shout for aid. Then he w i l l attempt to make a fighting retreat to
with a kilt of malachite (green, opaque stone) plates and aquamarine and get reinforcements. If badly wounded, he w i l l give up: he does
ivory eyes that seem to stare out into the room. On the pedestal of his not have the k i l ler mentality of his bosses. However, he w i l l
statue, before his feet. is the dagger of Owarven steel in a sheath of blue resist questioning staunchly, refusing to g i v e any information.
leather that Hallatan described, No seats are provided: Haradrim worship
standing. Some of the pirates (in panicular. Oulo and Ulbor) still come in E. KaIdir
to say a prayer or two before a raid, asking for gentle seas. It was Ulbor Kaldir's eyes flame, first with surprise and then with eagerness.
who left the dagger as an offering: one of the other pirates may yet take I n truders! What a chance to prove h imself to his superiors! And
it. ALL ENCOUNTERS - same as (Q). what a fight this will be! He may not even think to shout for
R. Stairway to Lower Levels of the Fortress. Continuation of (77): help at first (0 I -SO he does, 5 1 -00 he doesn't); instead, he
leads to the door from the prison block there ( (76) on Lower Levels launches himself at the strongest member of the party. As things
diagram). ALL ENCOUNTERS - same as (77). go badly, he may shout: check for reinforcements in nearby
rooms or areas. Kaldir loves a battle and will not give up until
subdued. He certainly will not reveal anything if questioned,
30 The Encounters

F. Ingar J. Two (01 -50) or Three (51-00) Female Slaves


If Ingar is alone, he is probably drunk. He stares at the The slave girls look up from their work and gasp and giggle
intruders, horrified. What a situation ! What can he do?! nervously. Slaves or peasants by birth, their first thoughts are
He may launch a futile attack at whichever PC is nearest (0 1 - not of rescue or action but of whether their masters will be angry
20), attempt to escape (2 1-80), or break down in boozy tears (8 1 - at them over this.
00). If captured or disabled, he may break down if questioned and Most of these girls are rather helpless and will not fight if the
tell most or all of what he knows, all the while protesting that party attempts to subdue them and tie them up (0 1 -85). One of
his bosses will kill him if they find out that he betrayed them them (86-00) is a spitfire and will struggle and curse if attacked;
(0 1 -30 he tells all; 3 1-70 he tells most; 7 1 -00 he just sits there she will have to be subdued forcefully. In either case, there may
and mopes). If he is with others, he will try to get them to be screaming (0 1 -30 they scream, 3 1 -00 they don't).
attack, while he goes for help. If approached gently, with reassurances that no one will hurt
G. Dulo them, the girls will supply general information about the castle.
However, they know nothing of the lower levels except for the
Dulo frowns and chews his l ip, wondering what to do. If he
scullery (80) and its attachments.
shouts for help, these poor fools will probably all be slaugh­
tered. If he is attacked, he will defend himself skillfully, looking K. Two Male Slaves
for an opportunity to escape and go for aid. If not, he will try to The slaves look up from their task and stare, mouths agape.
reason with the party. "Quiet! Now, listen, I don't care what What's going on? Will they be beaten for this?
you're here for or why, but you could be in hot water awful soon! These slaves, dull-witted and broken-spirited, will hardly
Let me show you the quickest way out, and don't come back!" struggle if attacked, but they may shout in fear and surprise (0 1 -
If the party talks quietly, he will continue to speak with them. 30 they shout, 3 1 -00 they don't). If approached gently, they will
If they make noise, he will try to hush them, while edging toward talk, but they know even less than the girls, who are more
the door in case calling for help becomes unavoidable. The party intelligent and better treated.
may be able to convince him that if he helps them, they could L. A Pirate
get him an official pardon for his former crime and his current The pirate, lounging at his post, looking for something, or
involvement with the pirates (this is quite possible). If they don't strolling along, glances up casually, then freezes. As he sees the
convince him, they may have to knock him out or otherwise strangers, his hand goes to his weapon. Intruders !
disable him to avoid his calling for aid (01 -20 he insists that There is a chance that the pirate will shout for help: "Ahoy!
they leave; 2 1 -80 he listens to their arguments; 8 1 -00 he decides Intruders ! " ( 0 1 -60 he shouts, 6 1 -00 he doesn't). He will definitely
that it's hopeless and calls for help). Of course, they could draw his weapon and attempt to menace the strangers with a brave
retreat, as he suggests, and try again later. front. If aid doesn't arrive soon, however, he will look for an
H. Numa escape. He is too sensible to tum his back on enemies and will
Numa is startled. Strangers ! Are they saviors, or just trouble? fight if cornered.
If she is with Gedron or anyone else, she will follow their
orders about getting out of the way or whatever. However, if she
is alone, she will try 10 persuade the party to rescue her (if they
give her a chance to talk at all, that is). She will show them her
secret passage in the south wall as proof of her good intentions
and tell them anything she that knows about the layout of the
place. If the pirates are out on a raid, she will suggest that she
and the party escape this very night. Numa will become very
agitated if she suspects that the party plans to leave her behind:
she may even scream and call for help. If it seems that the PCs
are going to help her, however, she will be very cooperative.
I. Sofan
Sofan's dark face turns greenish; his Adam's apple bobs up and
down as he gulps nervously. Who are these people? What will
Zokhad do to him if he thinks that Sofan had anything to do with
it? He clutches at his dagger ineffectively and staggers back until
he hits a wall or table.
If attacked, Sofan will strike wildly at his assailants, perhaps
drawing his dagger (01 -40) but probably not (4 1 -00). If subdued,
he will rapidly spill everything he knows and implore the PCs
not to let Zokhad know that he has done so. He will offer to help
heal any injuries that they have and plead for the party to take
him with them when they go. If left where found, even if not
restrained in any way, he will probably collapse in a heap and
remain where he is until someone comes to look for him.
If the party tries to calm him down, Sofan will rapidly become
sensible (at least, sensible for Sofan) and explain his predica­
ment. He will offer to come with them and be their Animist and
will tell them things about the fortress if asked. If the party
refuses to take him along, he will suggest that they tie him up so
that it looks as if they took him by surprise, bound and left him.

SO/till
Dangers and Obstacles 31

I f subdued. there is little chance that the party will get any From her new pOSItiOn, she will adapt her strategy t o the situ­
useful information from him. Most of these pirates are hardened ation. I f the encounter is under a stone ceiling (underground), she
criminals and will just curse and glare. no matter how sharply may try Cracks Call to bring the roof down (again, she will not
they are pressed. One or two of them may be cowardly enough to think of the consequences to the castle structure). She may use a
break down and give some trivial information ( 0 1 -85 tough Stun Cloud, an Earthwall, Sudden Light, or aWaterwall to slow
pirate; 86-00 chicken pirate). down her pursuers. If she can get a PC alone (for instance, if one
M. A Group of Pirates PC runs ahead of the others after her), she will try Suggestion
and have the PC keep the others from following her ("Don't let
The four pirates have been sharing a joke or a meal. They stop
your friends follow me! "). Note that the PC in this situation
laughing or chewing and stare at the intruders. then head toward
would then use any means that the character would normally use
them, drawing their weapons. The pirate farthest back shouts
in that situation: he or she will not attack the other PCs or hurt
"Ahoy! All hands! Intruders ! "
them but will get in the way and be a nuisance or stand front of
I n a group like this, t h e pirates have a certain doglike courage,
doorways, etc. If she feels truly threatened, she may flee, using
bolstered by the presence of their fellows. They attack with deter­
Magic Lock to reinforce the first couple of doors that she goes
mination and even enthusiasm, sure of victory, for they are on
through (a 25% chance of fleeing: remember that she's crazy).
their home turf.
Keep track of her spell points. When she runs out, she will
However, if the fight starts to go badly for them, their enthu­
resort to tactics such as trying to get above the PCs on a
siasm will evaporate rapidly. I f two of them go down, the others
stairway and throwing things at them (use Crush attacks). As a
will try to flee.
last resort, she will fight with her staff or dagger.
Subdued pirates will not be cooperative if questioned: see (L).
N. The Cook 5.7 Dangers and Obstacles
Cook appraises the intruders cooly. Her life has been full of As noted in Adveture 2, the approach to the castle offers very
surprises, and this is just one more. She raises her eyebrows and l ittle cover, day or night, but the pirates usually ignore small
taps her ever-present kitchen cleaver meaningfully, waiting for fishing vessels unless they actually approach the Reaver's Cut. At
the party to make the first move. night, there are few guards on duty i n the towers, and a careful
I f the party attacks, Cook will do her best to slice and dice approach from the south along the cliff may well prove effective.
them. Life in a tough tavern and then in a castle full of pirates
The Pirates: Although they know little about setting up
has made her very competent in a fight. If subdued, she will
watches on the outside of castles, the pirates are alert enough
prove even tougher to question than a pirate.
inside the fortress or on board ship, and they are vicious in
If approached politely, Cook will tel l the party whatever she
groups or when cornered.
knows and offer to hide them in the wine cellar i f they need it.
All she asks is that they arrange to get her out of here eventually The Pirate Lads: When approached directly, the lads will
and find her a good job somewhere else, preferably far away (the react as outlined above. However, these feisty youths are always
Northern Girl might hire her: she could double as a bouncer!). looking for trouble and are often wandering about at night: if the
party should happen to make some noise near one of the boys'
O. A Pair of Pirate Lads
nocturnal haunts, the 'prentices will be quick to investigate and
The lads are quietly planning some m ischief or other, but look notify the guards.
up, startled, and see the strangers. They are frightened but thrilled
Zokhad, Gedron, and Kaldir: These officers are vicious and
as wel l . What an adventure!
good fighters. They should only be attacked in force, from a
If attacked, the boys will flee as rapidly as possible. They are
distance, or from behind: single combat is a quick way to a
wiry, quick, and hard to catch; they also have no scruples about
lonely grave at the bottom of the sea.
dirty fighting. They will scream for help if grabbed and run for
help if they escape. They know all the shortc uts and hiding The Moonstone: This magical device is very effective in
places in the upper and ground level areas of the fortress. protecting the areas that its maker remembered: the walls and the
If the party talks to them, the boys will be cynical but curious gates. If anyone goes i n the gates univited or c l imbs or tunnels
about what is going on . They will not spill all the beans but may through the walls, the awful cry will go off. However, the creator
offer some useful information (0 I -50). On the other hand, they of the Moonstone didn't think of flying or the Secret Harbor, so
may just tell wild lies in answer to any questions (5 1 -00). They intruders can use either of these routes unannounced.
will enthusiastically suggest that the party tie them up and leave Emuna: Emuna is not to be underestimated. Having adopted the
them, or lock them or bar them into a room or closet, because it Moonstone Fortress as her home and Gedron as her lord (with
would be so exciting to tell their buddies about later. Zokhad his trusted advisor), she will regard any intruders as an
P. Emuna opprtunity to prove hersel f a mage of true grit. She will not
hesitate to cast any spells that she considers necessary, and she
Emuna draws a deep, hissing breath of mi xed surprise and
is vicious when cornered.
eagerness, but quickly hides her anticipation behind a mask of
fear and near-seni lity. Intruders! Seldom does she get a chance to Traps and Snares: These are as noted. Zokhad richly rewards
show what she can really do with a destructive spell! Now, she any pirate who comes up with a good idea in this department, so
will show all the pirates what she's really made of and make these some of the traps are quite vicious. Do not give the players any
strangers regret the day that they were born! u ndeserved hints about the presence of traps. In this regard, i t
I n no way will the PCs be able to reason with the Haradan helps to make sure t h a t i t seems a s i f there could be traps when
witch, for she is far beyond reason. Cunning and deceptive, she there are not. That is, i f the PCs ask to check for traps i n a given
will buy time to choose a spell and prepare it for maximum area that has none, do not just say: "You find no traps." Roll dice
effectiveness by acting old and frail, allowing her mouth to fall and make a show of checking to see i f a trap has been detected.
open and having her eyes water with tears of seeming fright. She
looks the very picture of a frail old creature, not yet senile, NOTE: For this adventure,you should roll the dice for trap
checks, not the pes. The same should he true of perception
perhaps, but close to it.
rolls. Make sure that you have noted each PC's perception,
If the PCs are i n a close formation and at least 5 ft from her,
trap detection/removal, and saving throw honuses in a
Emuna will try her Firehall first (regardless of what else she
convenient spot.
might set on fire ! ). I f they are spread out, she may first cast
Sleep X on as many as possible and then head for cover (assume
that she knows the layout of any nonsecret room or corridor
perfectly). She may use Leaving ( l 00 ft) to effect her escape.
32 Beast Tabk and NPC Tabk

6.0 TH E BEAST TABLE

Kraken/l
Wild Cattle/ 1 2- 1 20
Pit Spider/l

7.0 TH E N PC TABLE
Lvi II1II

I l Obs 75cp Corsair Wanior/Fighter. The "Laughing Reaver".


1 25ha 90cp Black Numen6rean Scout/Rogue. A captain.
85bs 701cb Corsair Wanior/Fighter. A lieutenant.
Corsair Wanior/Fighter. A lieutenant.

Harath do Ramam 10 Ch/1 4 50 AIL 1 25ss 1 05cp 10 Haradan Wanior/Fighter. Hetman of Sook Oda.
Shamara sut Katub 9 Noll 45 N 55qs 50s1 15 Haradan AnimistIHealer. Priestess of Kesht.
Sakur do 'Akil 3 Noll 10 N 45c1 40ha 10 Haradan Wanior/Fighter. N. Girl Innkeeper.
Arza sut Timman Noll 5 N N 1 5da 15da o Haradan ScoutfThief. Sakur's wife.
3
2
I
6
Rukhim Tribe (see Section 4.5 1 ):
Rukhim Chief/l 6 70
Rukhim Animistll 6 55
Ruknim Warriors/8 2 50
HARNUN DAT AREA

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